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DaKuja

Totem Arts Staff
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Everything posted by DaKuja

  1. CNC-Eyes 1.1 : viewtopic.php?f=135&t=75036 Here some Preview: Some Rockets will be waiting for you! Hopefully i hold the Balance good with these Changes and also i hope it will makes alot of fun. Greez. DaKuja
  2. CNC-Eyes 1.1 now available
  3. If u used an Beacon or Airstrike near or on the destoryed Barracks there cames the Massage it is too close to your own Base
  4. Is the Beacon/Airstrike Bug with the Barracks fixed?
  5. There are 3 Turrets and the Main Base Defense (AGT and Obi) I think this is the right Number of Defense specific on GDI Side, the AGT got "low" Range he shoots really late at the Enemy on the Front Entrance, the Obi shoots really really soon. He hit you already befor you leave the Tib Cave on Nod Side, the AGT shoots early on the Mid of the Way to the Base. I'm talking about 3-4 Mammoth length. On each Base Entrance stands 1 Turret who attacks Ground Units and 1 AAT/SAM nearly in the Base Centre for balanced Range to all Sides against Flying Units. I try to make this Map Balanced as possible, but this is hard work! I would really happy about this Map goes Official but, this Map got not this Level on Design like the others so there are the chances low.
  6. Phew Today was an totally fixing everything Day! I fixed many Bugs most of them Visual Stuff, also some missing or wierd Collision Probs. Now everything should now good and playable Most of the Time tooks the Basewalls, alot of work. How they should after the Work? Should i keep the old Style? GDI Base become and overall Rework, only the Sides stands from the Old one, for some Snipers or Rocket Guys. Here the new GDI Basewall: And Nod Basewall: Nod Basewall keep most of the Old Style, but got now better Cover on the Ground and nice Vision with his new Plateau! Both Bases got now only 1 Turret on each Base Entrance and 1 AAT / SAM for the upcoming Flyable Version. How do you like it? Let it me know! Greez. DaKuja
  7. At this Time i have some Problems with the AGT it seems he got way less Range as the Obi, that should be an Problem for the Balance on the Defens. Only thing i can do without building both Bases new the AGT got an new Place near the also new Wall which him allows to see every Enemy as soon as possible if he got in his Range. But the Range.. really annoying, it is possible to change the Range from the AGT? I dont know how because it is an prefab so i cant change anything in the PropertIes.
  8. I already fixed most of the Bugs from your Feedbacks, this was an great Help to find these nasty Bugs *crush them under his Foot* Now I'm currently reworking the Basewalls. - Fixed another flying Bushes and Tib Crystals - Fixed Landscape near GDI Bunker in the Cave - Fixed Tiberium Area, now Infantry will get hurt on the whole Tiberium Field - Fixed strang missing Collision from the Tiberium Asteroid - Fixed Winds in the Rocks near GDi Bridge - Fixed wierd Collision on the GDI Bridge - Fixed Sands in Nod Tiberium Ref. - Fixed Crates on the Inf Pathes, they will dont spawn Tanks anymore - Crate Sizes litte bit increased - AGT replaced on higher Position to get more Range and to by way more Aggressiv to the Attackers - Both Walls will reduced hin there Heigh, also i give both of them an unique Style and hope you will like it more then the Old ones. - Also i delete from each Main Entrance 1 Turret now where Obi and AGT should hit earlier. Also i try to make this Map flyable, for more Options to manage an Attack from both Teams. I'll upload Beta 1.1 in follow of the Day after finishing the Tests Greez. DaKuja
  9. First Beta of CNC-Eyes is out now! Hope to play it soon on the Test Server with some other Players.
  10. After released my first Map, I'm working already on a second one. This will be an "Inf Only" Map, it also an remake from one of the Originals Maps C&C_Gobi.mix http://media.united-forum.de/commandand ... C_Gobi.jpg I solved already the Harvesters Spawn Problem and now I'm working on the Map itself. I try to keep the Map small and not pumped full with too many Stuffs like dozens Rocks,Crates,Lights,Fogs and Bushes to keep an good overview and low Requirements at the Performances.
  11. First Beta Release! : viewtopic.php?f=135&t=75036 Come and get it! Hope for many Feedbacks! Greez. DaKuja
  12. DaKuja

    Harvester Spawn

    Update: Now i find a way to handle this Problem, its pretty easy Thanks to Kenz! At first u have to move the whole Map away from the Coords: 0.0.0 where the Harvesters always will spawn if u got no WF or Air on the Map. You can let them spawn outside of the Map still on the Landscape or some Mash if u want. Otherwise they spawn and fall down and don't die At the Start u get the Massage "harvester ready" but there is no one, without Pathnotes they dont move Now how to spawn the secondary Harvester: http://fs2.directupload.net/images/150518/cszem8jq.png Otherwise as here use Actor Factory Ex 2 times for each Harvester Setting up these Factorys for Nod and GDI (see Pic)- like where they should spawn?, How many? and these things I choose the RefNathpoint so the Harvesters will start in Front of there Refs and move without problems along the Pathnotes to the Tiberium Field. There is only 2 Bugs/Problems First they will no respawn (Its kinda good for the Gameplay, it will takes way more Teamplay to keep them alive!) Second u got an Killmassage after buy an Refill at the PT where stand the "Harvester killed You". i'm not sure if it possible to move around this Bug, maby if the "Main" Harvester keeps alive save on a empty Spot on the Landscape I will still test it to handle these Probs. This Way is possible not 100% the Right to do that but in my case it works pretty good and i got less Bugs who dont interrupt the Gameplay massivly or being annoying. Hope it will help some Guys here for they own Maps without Vehicles. :> Greez. DaKuja
  13. DaKuja

    Harvester Spawn

    Thats was one of my Ideas but, both Harvesters will spawn at the same location and one of the get instant killed.
  14. Yea nice Vid, want the see more Battles and Action, like where the PP got infiltrated and the Base Def. get destroyed it will be an very nice Trailer for the Map!
  15. DaKuja

    Harvester Spawn

    So i should add Air and WF let them destroying after 5 secs and that solved the Problem huh? I tried to force the Harv Spawn with: But as result i got 4 Harv and 2 of them stands still and dont want to go to the next Pathnote
  16. DaKuja

    Harvester Spawn

    It is possible to set an Spawnpoint for the Harvester if no Weapons Factory or Airstrip exist? Like as a single Time Spawn, after destorying the Harvester it should respawn no one. Edit: I try some Ideas, but dosnt work I try to spawn both harvesters on there Refs, they spawn there but stands still aaand the "Main" Harvesters which spawns constantly at the beginning every game spawn still in the Middle(so i got 4 harvesters on the Map) of the Map but get destroyed after spawn I dont get it, how i can change that both Main Harvs spawns at the Ref and dont in the Middle
  17. I think about it, it will take some Work because the scaling of the Map will do some problems on many Places (The Cave and also Inf Pathes will not useable anymore) if i use the Scaling way. A Scale the Map now for a bit, my RAM crys If i scale to much, many will be broken i think
  18. Still fixing visual and gameplay Bugs. - Adding BlockVolumes for Everthing (Invisible Mapwall) and Tanks. - Fixing flying angry Bushes, trying to land an Players Heads and garrot them! - Fixing some Landscape Bugs - Spikes,Holes and smoothing - Reworked the Base Walls on both Sides, reduce the Ways in the Middle (Catwalks) Adding also bugfree Visual Details: - Tiberium Crystals in the Cave Corner near Nod Base - Ammo Crates and other Crates in GDI Base - Some Tib Barrels near the Nod Ref (who gives a fuck about the Nature xP) - Also an "Secret Base" Entrance from the Brotherhood behind the Nod Base Also some new Screens to see the optical Progress! : Map Overview: Nod Secret Base: Small GDI Outpost: Reworked Wall: Reworked Bridges: Some other Tiberium in the Tiberium Cave - Corner: At this Time i'm not sure, if i make the Map more darker like at the beginnen in a kind of Daybreak or i keep the Map shiny what it is at the moment. This Map will be not perfect but i hope it makes fun to play it. :> Greez. DaKuja
  19. You Idea about the Name which comes from the Map Shape is good and i dont got any other Name for it so you won. :>
  20. Wow, that looks really nice keep it up! Want so see mooaaar :3
  21. Holy moly! The masses on Shadows was the Problem, after Ruuds Post i reduce the most Meshes LightmapRes. and it works perfectly, no crashes at randering the Lights and Stuff. Thanks alot Ruud, my UDK Hero ;> After solving this huge Problem the Map is nearly finished for the Beta, I'll test the Map an bit to fix some heavy Bugs/Issues and then can the Beta finally start. Greez. DaKuja
  22. Thanks Ruud, i dont think so that i added something like Big with that resolution I'll check the Map again maby i find something like that, may i forgot the delete some Fail Meshes.
  23. Hey there, I'm looking for some suggestions or Ideas for Maps to build. Ye ye, i'm not an Pro in this but this is a Chance to earn more Exp for Level Ups! It will make me happy if some Guys give me the Chance to Build an Map for the Community who wants such Maps. If i got enough from one Map, or i get some Ideas so i can build on another Maps to realize / build these Ideas. It needs not realy much. Tell me what you wish for the Map and his Gameplay, Stuff like: -Tech Buildings Yes? or No? How Many? - Full Base/Small Base - Without Auto Defs or Dozens! - (Guerilla Gameplay - Difficult Places where the Bases stands and got only Protect from the Team) - Flying or not Flying Maps At the Date i'm not expired enough for complicated Stuff like Events (where Nukes at 10 Min. Gametime rains from the Heaven, Tiberium Apocalypse rises and and and...) or creat unique Meshes (Units,Buildings and Stuff) with some Programms (like Blender or Autodesk 3ds Max) maby in Future or only with Help. I will try my best! Greez. DaKuja
  24. Sick stuff, cant wait to test the new Version :3
  25. Phew Today i got an really got run! Here a small List about the latest Works on the Map: - Addin few Details : #Bridges got more Details and Small Covers an each Side # Adding also some Lights under the Brigdes for an better sight in the Shadow Coners of the Map # Adding Lights in both Inf-Tunnels # Many Bushes on the whole Map # An another Tib-Asteroid crashes into the Map on Nod Side # Nod Inf Tunnel got an really good Vision on the Tib-Asteroid from the DownSide where also the Tib slowly eaten into the Rocks and the Tunnels! # Adding a losed Battle from GDI on the Outside of the Map # Some small Rocks on the Ground on the whole Map # More Background and Barrier Rocks been added - Gameplay Edits: # The Map got now only 1 Silo in the Middle of the Map, outside of the Tib-Cave # The Old Silo Places got reworked! # The Map Size got bit reduce - Outside Ways nearly the Map Ends on both Sides got destroyed by an Landslide of Rocks and Sand # The Canyon nearly the GDI Base ( Ref Side) now lower in the High. (No Danger to get raped by Artys from this Side # Both Bases got now 3 Turrets on the Front side and on the Backside each 2. Let me explain the last Point : Both Base Defs. shoots from the Frontside very late on the Invaders because there BaseWalls blocked many Vision to this Side, but on the Backside they got an really soon Vision to the Enemy so its way harder to reach the Base alive. Sneaky Techis/Hottis or Sbhs get it also bit harder to get in but will be able to reach some Buildings of the Bases by still using covers! I will work still hard on this Map and maby Today i reach the Point of Progress where i can realese the first Beta Version. One "big" Problem still the Light and Shadows, currently the Shadows way to dark and it is impossible to see anything in the Shadows. Greez. DaKuja
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