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HappyConscript

Former Developers
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Everything posted by HappyConscript

  1. The open desert map was more than likely Daybreak, my other map I'd like to work on finishing. I'm excited to get back to that one. As for choke-points, there are three main 'lanes' in the map (think MOBAs) with a few routes in between. There was a fourth lane, but I decided to close it off as I felt the map was a little too large. I will be adding a bit more cover in some areas. Further testing may reveal the need to uncover that fourth lane uncover, but we will see. Thanks for the feedback!
  2. I believe I actually remember seeing you post something about that idea, and I had made a comment about myself working on a similar thing. Its really quite fun, I'm excited for people to have the opportunity to try it once completed
  3. Hey everyone, I'm one of the developers on the RenegadeX team; responsible for CNC-Whiteout and CNC-Complex. Anyway, I'm here to today to share a bit about one of two new maps I've been working on. I actually started these two maps more than a year ago, but never finished them due to time restrictions. Regardless, I have some free time now, and I have started working to finish both of these maps. The first map is called CNC-Valley. Valley is an infantry only map in which both teams possess a power plant, infantry building, sniper towers, and a silo in their bases. Furthermore, there are two additional silos around the center of the map. These silos introduce a form of income in a map where there are no refineries and tiberium fields. Furthermore, the silos, being sources of lower income, provide each match with a certain tension derived from managing one's resources. Credits are harder to come by here, and players must be careful with their purchases. Anyway, how about some pictures and a video? I should note, these picture may appear a little bit darker or saturated than the map actually is (depends on your monitor). Finally, here is a short game-play music video! Let me know what you all think, thanks everyone https://www.youtube.com/watch?v=wIWdUfnq634
  4. I was actually working on a very similar map, which I hope to finish this summer for an official release in a future update. It is called "Valley". It is an infantry only, no refinery, 4-silo map. The map is very far along, although the myself and the team are still messing around with the specifics of the design. Its nice to know there is support for this kind of map!
  5. Hmm, I'm actually not sure if they have been changed at all in that regard. I'll check up on that, I believe I have the ability to adjust their respawn time.
  6. Hey everyone! The post has been updated with new pictures and information. Check it out Also: Canucck, please don't post if you do not have anything constructive to say. Furthermore, this map is not Hourglass, it never has been, and never will be. It is a spiritual successor. If you would like to play Hourglass, I believe you know where to find it.
  7. Hey guys, Thanks for the feedback. I'll update this thread later with any new developments. For now though, it is probably worth noting two potential updates coming in Beta 4 (or whatever) -SBH cloak effect is red tinted rather than white/blue -NOD turrets have a higher fire rate Just two things to consider regarding Whiteout specifically.
  8. UPDATE Hey everyone, I have some new pictures for all of you! First of all, here is a top-down view to demonstrate the latest configuration of base defenses: KEY RED: Gun Emplacements ORANGE: Missile Emplacements YELLOW: Automated Defenses (Turrets/Towers) PINK: Blocked Lines of Sight GREEN: New Paths (Infantry Only) A few things to notice: -The 4-way tunnels are back -Each base has 2 gun emplacements and 1 missile emplacement on its front wall -Each base has two automated defenses -The automated defenses aid in the protection of infiltration, while not disabling it -One automated defenses is defended from direct attack from the hill -The other automated defense is open to attack Feedback is welcome and appreciated! Also, here are some other pictures of new area's/improvements to provide you all with a better perspective: Thanks for all the feedback everyone! Keep it up! EDIT: I should clarify for everyone, that heavy defenses (AGT/OBI) will NOT be added. This would generally create more problems than it would solve. Furthermore, solving those problems would take a lot more work than I have time for. It would be really helpful to me if everyone can think of strong configurations for the base defenses that don't rely on heavy defenses. Thanks everyone!
  9. Here is my estimated level of completion for each new map: CNC-Complex: 85% CNC-Mountain: 90% CNC-Under: 40% As for an ETA, expect them by this summer. Though, before we release the new maps to everybody, they require some level of more focused testing to ensure they are not completely awful when they are released to the full player-base. Then, after their full release, we can implement the community's feedback, and improve/balance them to the best of our ability.
  10. Complex and Under are in the works. Complex is roughly 75% done. Under has a long way to go still.
  11. I played FA a few times earlier this year with one of my friends and it worked great for us.
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