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NodSaibot

Totem Arts Staff
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Posts posted by NodSaibot

  1. 1 hour ago, Havoc89 said:

    Classic Mesa was terrible, same with old field. Don't let nostalgia cloud your judgement in this case.

    Classic Mesa gave infantry absolutely no infiltration options except for harvy walking and in case you don't remember harvester also used to go in the middle where it would endlessly bump into vehicles because they're camping like mad. It also means you have no airstrike options to fend off the carnage in the middle. It was a pretty aweful map, and I would not advise it what so ever.

    Old Field... Unless you're playing in a game of 24 or less players, Old field becomes a bottle-necked thing of chaos. So... again, its not as great as you think it was. Don't get me wrong I had tonnes of fun games on it, but none of them were above the that player count.

    Wise.

  2. CNC-Sunrise v. 0.9.9

    Each team has every building except for the Obelisk and AGT, respectively. This map contains 2 Tech Buildings, a Comms Center and Silo. Each base is on the lake front; the beach connects the base along with a cave structure that can be accessed by the beach or by a tunnel in each base. 

     

    Situated in the serene piney woods of Oregon, a disturbance has found it's way onto Lake Amber. A new colony of tiberium has been discovered in this hushed corner of the United States. GDI recently acquired intel of this new deposit, and immediately set-up a base to protect the natural surroundings and harvest the tiberium. GDI commanders had wondered how this deposit had been unknown to them for so long; they would have expected the infection to have exponentially bigger... When they tested the site, it had seemed that the corruption had long been apart of the environment. Little known to them, Nod had already made camp just a few paces down the beach. Nod had been using a stealth generator ship and hidden radio signals to hide their camp from the GDI satellites and Homeland Security.

    All criticism is appreciated.

    Images

    Spoiler

    Screenshot_1.thumb.png.47a5f3314025105103f4bd1069a31297.pngScreenshot_2.thumb.png.c93fc1223c3bb5af70331545cd90e0ad.pngScreenshot_3.thumb.png.2e6a6eaafed2029ff771d61833ebace1.pngScreenshot_4.thumb.png.40f9741bfcae94cb1fda481b682daf7b.pngScreenshot_5.thumb.png.f545f17db097c9c920f3ea7afe0dac07.pngScreenshot_6.thumb.png.d53e27c69f959f83d080142e8131aa13.pngScreenshot_7.thumb.png.1fa6099abbea7caf3cda462457536136.pngScreenshot_8.thumb.png.0ecd9f7c3b0acec34c64aaa8d9428d75.png

    Download

    Map is open for all types of feedback.

    Download here! (91 MB) (RX Forums) (1/23/2018)
    Map is live on Public Map Test Server. Fast download is enabled. Feel free to jump on and test the map.

    Bugs

    Known:

    Minimap isn't that great

    Working on:

    Fixed:

    Inf path with the catwalk. (Can throw c4 on top of air, going to move the building to top of strip)

    Ion kills air and PP. (Thanks Madkill!)

    Nod harvy path/balancing both team dump times. (Thanks Madkill!)

    All vehicle blockers

    Accidental blocker at nod veh path

    Other stuffs

    • Like 2
  3. Hey guys,

     

    I am currently working on a map with Turrets and Guard Towers. The only problem I have currently is that they don't "see" me even when I can see them. I know there's a bunch of settings that you can change, but nothing I do seems to have an effect.

    GcpAxufKS5SjnonIIJeKhA.png

     

    Does anyone know exactly which setting would allow the turret to have a further distance?

     

    Thanks,

    Sarah

     

     

     

  4. On 9/14/2016 at 8:16 AM, Gliven said:

    You would give @Agent even more of a reason to play nothing other than a shotgun lol

    I think we should just decrease health on snipers instead of increasing the death speed of every character. Snipers are meant to be far away and not seen. so they dont need high health.

    Then give us better areas to snipe from. most map devs won't or haven't done that

    • Like 1
  5. Seeing as basically all I do is snipe, after the last patch (the vet one) was harder to be close up and still get a lot of kills. I don't know if the snipers were changed then but it was harder for me. I get that you are frustrated that they can till kill you quickly but it's just good aim and practice imo

  6. The infinite ammo mutator is in the SDK, and it's really annoying to test things like that on client. You'd have to run a local test server running it. There are a few more example mutator's made by the development team. I've edited a few of their mutators and done a few things here and there, but other than that no one really makes mutators.

  7. I can see there being a massive backlash against this.

    While the idea is sound, the fact is server owners are responsible for their own server.

    I know the developers have some visibility over all servers but they would rather leave it to the server owners to deal with.

    One thing specifically today was on Tha Pedros server or whatever, we were playing Tomb and this guy nuked bar, completely ruined game and near half people left game.

    But it is their responsibility, however if they don't, they are ruining the game because the players won't swap to the moderated server.

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