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rocky44r

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Posts posted by rocky44r

  1. another point is: the harv should be more valuable... and not just a thing that gets in your way... even for attacking teams it just messes up their attack on the buildings... on C&C RTS the harv costs 1000$...

    obviously would need price adjustments in ren x, but this is just to give some ideas for future updates... maybe 300$-600$ harv purchase instead of autospawn would be a good idea and balance things out, as generally an attacking team (who already gets a lot of money by attacking buildings) would need to buy their harv and protect it somehow from infantry, instead of just getting even more money for camping enemy base... and they wouldn't get extra money/points for killing the forever spawning enemy harv...

  2. harv also spawns when WF/air got destroyed (and ref is still up)... in original renegade they stopped to spawn when WF/air got destroyed...

    i think it got changed in ren x for balancing?

    the harv in general is a little bit strange at the moment... when camped it just gives credits and points to the enemy team and pushes out your own tanks (which then immediatly get destroyed by enemy tanks)... maybe harv shouldn't autorespawn and instead needs to be purchased by players with credits?

    in old ren you could block the harv... which is not possible with UDK vehicle physics :P

  3. i think best way to go with this map would be to make a tunnel instead of an overpass and call it city 2. keep bases same and rework some of the middle part of the map (maybe connect new vehicle tunnel with infantry tunnel and middle part of the map)...

    or if you guys really want to keep the overpass: wasn't there a method to extract and use models of old renegade in UDK? someone did it with the construction yard...

    we could export the old bridge model and then the bridge just needs a few new textures (as the old ones propably are too low in resolution and ren x has a different art style)?

    EDIT:

    HA! it was thommy who put up that guide for copying models from old renegade ^^ i knew it ^^

    https://www.youtube.com/watch?v=-H4MPB6DVdc

  4. One thing is the overpass was too long straight line ,mb if there are some neutral vehicules in fire on it for covers that could help and make it more like an s shape.

    i agree, the overpass needs a few additions for gameplay... obstacles like burning vehicles are a good start. i would also add a path for infantry to get on or off it (like the staircase to get on top of the two buildings in the bases).

    breaking a few pieces of the bridge so vehicles can drive down (maybe also up? making sort of a ramp with a long broken piece of a bridge?)

    Havester routes were a pain and doll long routes .

    i don't see that as a problem... there are just some maps where you can get credits fast (like islands) and there are some maps where the harv has to drive quite a way to get some credits. it just means you have to protect your harvester more and credits are far more valuable on this map. i remember at the beginning of the original map, you had to defend your own harv and kill the other one and it was quite fun, because beeing successfull there actually meaned something.

    ST rush was too devasting

    true, but GDI didn't have GT then... GT should prevent some early rushes and if thats not enough we could remove the (kinda) 3rd vehicle path, where vehicles always got stuck...

    more covers was needed in bases against snipers

    that is probably true...

    And I didn't like the small path that goes in enemy base from the fields,Vehicules were always stuck there

    well, obviously on the remake you would make the path large enough so noone got stuck or you make it small enough so only infantry can pass...

    ,middle was a snipers fest for any infantry..

    by adding some way to get up and down the bridge (by staircases or broken pieces of the bridge) and maybe adding a few more covers in field, this shouldn't be as problematic... i mean, most vehicle paths are a sniper fest...

    maybe creating a new tunnel which connects NOD with GDI tunnels does the trick

    Air wasn't not very fun due to doll map layout

    i find it quite intresting having different elevations where you could fight helis and orcas. the overpass also gave some cover against air units.

    to conclude this: i think city is a must have for nostalgic reasons... and it's better than field, because this map was designed for more players, which field definitely was not (btw you could always expand field and add a new sneaky inf path, like on under).

    also noone hates to see the map reimagined by modern mappers for a modern gameplay. even if i miss the tank fighting for mesa middle, mesa 2 is more balanced. same for under, which had added a new infantry path... or canyon as someone mentioned...

    god, if the overpass really is a big problem, you could always skip it and create another vehicle path... for example: instead of creating an overpass... create a tunnel and name the map city 2. maybe make some entrances to the tunnel from the middle field and the infantry tunnels, to spice things up.

    people would still recognize it as city if you keep the bases and infantry tunnels somwhat similar to the original... like on mesa 2...

  5. what's the status on this map? besides hourglass (whiteout is more or less hourglass) and glacier (was not in the official launch maps) this is the only classic map which is missing for renegade x

    i know this map isn't that simple as there is no city setting included in the UDK... but i liked the city setting the original renegade had...

    one of the best city-setting maps was C&C Metro... i liked that map a lot ^^

  6. it's not about advantage or disadvantage. it's about keeping the mechanics of the beacons the same, so it is less confusing for new people. GDI surely doesn't have a spot where the beacon gets invisible. they had that spot where the beacon could fall in a crack on WF roof, but they fixed it. so why not fix also those other shady placements of beacons?

    and it really isn't that much of an advantage for GDI, because once you know the spots it really is like any other spot:

    beacon gets defended by enemy sniper/tanks --> beacon goes off

    defending team manages to kill all enemys on the beacon --> beacon gets defused

    the only difference is, that a lot of people (especially new ones) don't know how to enter the airstrip tower or run past you when you are defusing the beacon on the airstrip lamp.

    it's just making the game harder for new players and doesn't help anything for expierienced players. also it clearly looks like a bug for me... beacons should be visible and the place where they are placed should be accessible for every one. it's the reason why the crack falling was fixed.

  7. + Beacons should no longer fall down into small cracks.

    can we also add: beacons should no longer clip into other things, so they actually are visible? hate the beacons on the light of the nod air strip. even targeting doesn't show the beacons... you have to go purely on the sound and know the spot...

    also i hate the beacon inside the airstirp tower on flying maps, where you can only get by jumping from the railing. remove a piece of the wall to enter the tower without jumping or use fireproof glas so nobody can enter...

  8. i have the same problem since 2 days... i don't understand why anybody would target such a small project like renegade x for a ddos? what do they gain from?

    EDIT: i just had a major lag issue on the CT servers... game was unplayable at some point... had to leave like the last 2 days on every server... couldn't play an hour without the server lagging as hell...

    tested my ping and connection and found no issues... the game also shows a good stable ping of 40-70 to the CT servers...

  9. Well...

    Title explains everything... if you have 0 credits at the map start (because ref is down and server is set to 0 credits at start) the PT is broken and doesn't let you change class (only tried FREE classes)... refill worked...

    problem probably caused, because the variable at map start doesnt exist if not set by server and it will only be created when you get your first credits...

    instead of showing the number of credits in the PT, it just says creditstext or something, which probably is the variable name ;)

    if you get at least one credit (its not important how), you can change class again.

  10. ok guys! i tested it. it is a map related problem.

    i figured it out. on lakeside this happens:

    if you destroy one building, a few minutes after that a seismic shock is announced by EVA. this shock causes that a rock crashes down on the road near the ref and helps the team with the lost building by giving a way more to infiltrate the enemy base.

    if a second building of the loosing faction is destroyed the second seismic shock lets rise the water in the cave and in the woods.

    if both teams have lost one building, there are 2 rocks helping both teams to get in the enemy base by the road near ref.

    if both teams have lost two buildings, there are the 2 rocks AND a LOT of water in the cave and the woods. additionally after a few minutes starts the tiberian dawn mode (also announced by EVA). it makes everything too dark and nod has easy play then... maybe they need that because of the strong GDI anti-person base defense...

    on the other hand it is simply not fun to play all the time in the dark... i would remove it or just make it be there for a minute.

    it may be a good idea to put this effect in crates and for every map, so the work done for this effect is not in vain. although i would like to keep the effect max 1 min per crate...

    so as this is a map related problem, someone could also move the thread in the right section...

    p.s.: oh and by the way: the swim animation doesn't work in the new spawned water on lakeside ;) the soldiers keep just running pretty awkward slowly in the water...

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