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DaKuja

Totem Arts Staff
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Everything posted by DaKuja

  1. I think way to slow AMD Phenom II - 4x 3,4 4 GB DDR2 RAM ATI Radeon HD 5670 - 1GB DDR5
  2. Ye.. maby i put only one Silo in the Midfield to concentrate the Battles, i thinking about reduce the Map Size maby its way to big and the Gameplay Split to far away. I will test the Map with the Orginal Size, maby the Players like it, if not i will reduce it - no Problem. Thank you very much Ruud, maby i come back to you soon. About the Time if it takes to build the Lights is about 6-7 Min. thats not rly the Problem, the real Shit UDK crashes nearly every time in this process and i dont know where the Problem is. I got only 5-6 Map Errors/Warnings about some Waypoints or Worldproperties, so nothing that should crashing UDK at the building Time. Greez. DaKuja
  3. THE Problem i got in the last Time is every time i have to hope that UDK dosnt crash in the time where he build the Lights. It crashes many many times Btw small Update : here the Screen from my last Session where did some changes - Much bigger Tib-Field/Cave - Adding an Inf Pathes on the Side for some Rushes(?) - Nod Base basic Greez. DaKuja
  4. Sounds good, but i think the Ion Storm will not be on this Map. i got already many issues with UDK, My old enemy Light For some Reason i cant add some Volumes like BlockingVolumes or TiberiumVolumes, after adding nothing happen, no Brush with the Volume spawns. Possible my PC Setup cant handle so much details (specifically Lights,Shadows) at the same Time. For now i try to finish the Map with not huge Numbers of optical Details. Some Lights, Bushes,Rocks and other Meshes should enough at first. I want to see how the Gameplay works, maby with some Players they got an better Eye for Gameplay as a bunch of Bots Also i need the Feedback, i got already an bad feeling about the map size and its up to the other Players to agree with that or other Problems about the Feeling to play this Map. So the first Beta Version will coming in the next Days. Greez. DaKuja
  5. Today i played Coastal two times and its not an bad idea who stands behind, Nod has an ridiculously huge advantage, with players it is impossible to take Nod down, only the whole Nod Team falling asleep x) Sure its Alpha, maby this map needs some Path Notes where Bots in Skirmishes fights in the Midfield for some action and pain (for GDI), with the MRLS it is easy to kill all 3 Obis without get hit (nerf MRLS!) also its fun to sneak from the HoverBeach Side as Inf along the whole Basewall under the masses of Turrets, trying to sneak into the PP and Stuff. Hope this Map get better and better, with more good ideas and may more fun keep it up! Greez. DaKuja
  6. Today i got an funny and great Idea "Ion storm" but i dosnt really know how i do this.. My idea was every 10 Mins. an Ion Storm breaks into the Battlefield an disabled few things like in the good old one "Tiberian Sun" where Orcas/Hover Mrls dosnt able to move or crashing to the Ground, Radar wont work, maby some Buildings too Now the Question is, how i do that? is it possible with an Kismet to creat such Events? Or over the Way from an Mutator? Back to Topic: I'm now adding the Sky with an beautiful Light, it will be an Daybreak Environment where the sun slowly rising up. The Map got i touch of orange from the Daybreak and its look not bad at the beginning.
  7. Small update: It takes now Hours to get real Progress... UDK dont like Lights, crashing after every second light build. But Step for Step i can finish the Map! - Adding more Rocks / Environment - Build Nod-Base and fixing Obi (OP) Range - Inf Pathes / Tunnels nearly finished - Midfield and Tib Field greater built (Adding Inf Pathes in the Tib-Cave) - Tib-Asteroid slightly smaller for greater Battlegrounds - 2 Silos on the Backside of each Base ( 3. maby on the Outside from the Tib-Cave) - Bases are for an non-flying Map now (Aircrafts disabled) - Adding already some Bot Note-Pathes for Testbattles - Harvs geather nearly at the same Time - Def Turrets now functioning - Both Base Defences now hit only with cross of the walls on the front side (Back Side both got way more Range / Hitting earlier - Build Lights in Tunnels and dark Places these are the lates Progresses on the Map, in the Next Hours of Crahes i adding more Bot-Pathes, hopefully fix some Shadow Bugs, editing Lights and adding Env-Details (Bushes, small Rocks and Stuff). New Screen will Follow very soon! Greez. DaKuja
  8. Great Idead with the Hovercraft Trans Ways 2 Obi's and GDI got no AGT only some GT's? It's very soon for critics of this kind but NOD got 2 Obis and Stealth, maby some insane GDI Teamworks can handle this but for most of the Pup's it will be frustrating to play this? Or GDI got a possible Way to counter with there Inf over the covered Pathes, NOD should be definitively got an PP. Otherwise this will be an huge Material War for GDI to get these Obis down. I am tensely like it goes on, keep up the good work Greez. DaKuja
  9. Here a far away Top-Down look from the Map: still the basic ideas simple Walls of Rocks, pre build of the Bases. i got some difficults with the Nod Base by planting the Buildings for a fair balance between both Sides, Infiltration and Rushes. First of all i try to replicate the Map, same ways on both sides each side got an Silo (maby and 3. in Midfield near the Teb-Field) The Tib-Field got some rework quite bigger for bigger Battles! All Ways/Pathes will cross the Midfield, here i try to make an Matchmaking where all Players involved into the Main Battles on this Map. Both Basewalls are the same, no Base got an advantage. Each Base got the same Number on Entrances (incl. Sneak Path) also no advantage for one of the Teams also i trying to make this Map fly comfortably maby or not i'm not sure Most of the Ways/Pathes are also comfortably for Tanks and Inf. less Sniper Masscre Baseraping (For an "great" Sniper/Inf Battle i will try to make an "Inf Only" Map, later!) i try to take care balance for both Teams, maby its impossible because GDI with here AGT got more advantage against Inf's/Sneaks as the Obilisk (see the Map "Under" or "Field") Both Teams should able to reach the same Buildings from the same entrances but there i got the Problems with the Nod Base with the Airstrip. I'm still trying my Best! Greez. DaKuja
  10. When i got finished the basics (Ways,Hills,Caves) and stuff i will do an Screen from the entire Map.
  11. Screen Update! GDI Back Entrance from Base Side From Outside: From Top - inside in one of the Inf pathes: Inf Path GDI Entrance: Same path now in Base direction with direct view on the Base... watch out AGT! *Zzzrcheeew~ B00m!*: The Main Wall of the Base from Inside with some way to go for the defense: Some Tiberium Meteor who crashed into the Map!: And a big one who crashed also into the Map there is also the Midfield the Tiberium Field where the Harvs from both Bases gather the Tiberium: These Screens contain still the basic idea of the Map everything can be changed in future! Greez. DaKuja
  12. 'sup Folks! Old Verions of the Map can be downloaded here: BETA 1.0 : http://doctorb0ng.com/renx/CNC-Eyes.zip BETA 1.1 : http://uploaded.net/file/fqt404ub BETA 1.2 : http://doctorb0ng.com/renx/CNC-Eyes1.2.zip BETA 1.3 :https://drive.google.com/file/d/0BykqMf7ZvMm3OUwtcl9MZzhoRVE/view?usp=sharing BETA 1.4 : https://drive.google.com/open?id=0BykqM ... m12R0RaY1k Update (03/31): So ye i fixed another bunch of Bugs who sneaked into the last Version of Eyes and changed some Stuff the improve the Gameplay on this Map. Fixes: - The "Iron Bush" near the Tiberium Cave Entrance on the Nod Side. - Bunch of flying Stuff who should not there! (Like the Bush inside the GDI PowerPlant) - Many of the Grasses/Bushes and replaced them more "realistic". - Nod Turrent now fully functional again! - GDI Front GuardTower and Covers are no longer flying around. - Removed some of the Details in the GDI Base to keep the Vision bit more clear for the important things. - GDI no longer able to hit the Nod Ref. from the Bridge - Tiberium Cave Inf. Path on the GDI Side Changes: - Added Covers on both Bridges and on the Fields - Both Inf Tunnels got totally new Style - Silo Area are still blocked for Air Units, Rocks gives Units there more Cover now. - Added a additional Crate on the Main Field - Re-Added PostProcessingChain Download-Link follow soon! Greez. DaKuja
  13. looks awesome, will this meteor falling down during the running game? as an event or as background animation?
  14. Thanks for your helps i think i have many to learn about UDK and creating maps, my lates problem with the missing assets / packages there was missing files there are not downloaded. Now i downloaded again an see there, there is everything i need Now i'm starten with the basics from UDK with support from kenz tutorials. Greez. DaKuja
  15. Yay now i get it start it without issue but there is no of the assets like static mashes / packages (Buildings and stuff), what i'm doing wrong?
  16. I hope this is the right place for my post i want to start build own maps for "Renegade X" i love to be creative, already has built many maps, but dont yet with UDK and now i got some problems to setting up this stuff - where i should extracting / installing these programms / files and stuff i would be very happy about that if one could help me because... i dont get it >.<' Greez. DaKuja
  17. I got my Download too, cool to see and play the next Step to a great Future of Renegade X. Thanks to Totem Arts for develop this insanly good game! See ya on the Battlefield
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