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Prof.Koni

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  • Allegiance
    Nod
  • Location
    Austria
  • Steam ID
    kornelius_prisma

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  1. I agree, I often wasted a pretty useful character because of pressing E. That's pretty annoying for me and some newcomers too in my opinion. Greetings, Koni
  2. I think there should be servers with 20 players and servers with 100 players. If you like to play on a server with fewer people, why not? But personally I prefer servers with big battles and a lot of players. Greetings, Koni
  3. No. This is Battle of Earth (this is the name of the game at the moment) and not Battlefield or Call of Duty. It is better to have a few different weapons then many very similar weapons. Yes. That will definitely come. Unreal Development Kit. Do you know it? Maps yes. Characters, Vehicles and Weapons no (except you make a mod). Modes and Servers yes (like bots, building health, starting money, max amount of players and so on) Yes. Yes. I will add a bar where you can choose max players. 64-128 players sounds good (because you need a lot of players for the ships and the main-base) but thousand players would be too much (lag and pretty unbalanced because of too many engineers repairing ships ) Yes, gameplay is the most important thing. Graphics will be like Renegade X- If the game has reached a beta status, I will make advertisement for it. Thanks for your feedback. At the Moment I am pretty busy because of school. For Battle of Earth I am creating an space station for Humania and I am writing the Backstory of Humania besides. Greetings, Koni
  4. Thank you very much, ShadowPrime. At the moment I am learning how to model but I think I can do that pretty good now, so I will make some game-models (like the Starfighter) very soon Greetings, Koni
  5. Hello there, this thread will be used for map ideas. Maybe the developers (or me) can create these map ideas to make maps for RenX. So let's gather some ideas. I will begin: ------------------------------------------------------------------------------------------- C&C SWAMP Available Buildings per side: - Barracks/Hand of Nod - Weapons Factory/Air Tower - Power Plant - Tiberium Refinery - 2 Man-Controlled Rocket Pods (1 west and 1 east to the base) - 1 Man-Controlled Machine Gun (GDI: north / Nod: south) Tech Buildings: - 1 Tiberium Silo (the MCT heads to the east of the map) Flying Units? I don't know if available Description: This map is a big eerie and dark swamp with two main-paths (a broad one and a small one) and a big swampy forest in the middle of the map. The swamp has many trees, so there is no option for vehicles to drive through except for the main-paths) and it has a smaller hill in the middle with a tiberium silo. The base has no automatic defense, so with some luck it can be infiltrated. But the bases have some man-controlled defense. One rocket pot to each vehicle path and a gun emplacement heading to the swamp forest. Between the map boundaries (white on the map-drawing) and the main vehicle path is a small forest field, which allows sneaky attacks. Map Drawing: (poorly drawn map ) ------------------------------------------------------------------------------------- Other Maps will come soon. Please tell me your opinions and post some constructive critic for me if you have one Greetings, Koni
  6. How do you make the tunnels? Painting the landscape is pretty simple in my opinion, but do you use the mountain (with the tunnels) as a model created in max or is there a trick for the UDK? Greetings, Koni
  7. You could put 2 answers there. If you see a picture of a GDI Soldier, the question could be like: "What do you see in the picture?" a) GDI Soldier b) Nod Flame-Tank Then the answer would be quite simple and understandably. Greetings, Koni
  8. Under looks very very nice. Do you make the Map in the Unreal Development Kit and import the models from a modeling program (like 3ds max?)? I think it is very interesting making maps for shooters. I only know it for making maps for strategy games though. Greetings, Koni
  9. Really depends... the process of placement / landscape painting is relatively fast if you have a good selection of models, textures and materials to work with. You can get a map up and running within a few days. If you want specific materials and special effects you'll have to create those yourself usually. Lighting idem but you'll have to tweak and wait a lot for lighting compiles. After that polish phase is endless... new bugs crop up, custom materials and collisions will have to be made, fixes here, fixes there. AI will have to be setup too, fortunately that is a relatively simple process but you'll spend a good day making exceptions and getting the correct nodes in. In general though, creating maps for RX is a lot faster now since we've built up a library of stuff... when we just started you have to take modeling and everything that comes with it into account since our artists had to do basically everything. Hello Nielsen, I would really like to design some levels for Renegade X. I have experiences with making maps since 2010 and my creativity never ends ( ). I also could make content for your mappers with modelling-software. So if you need a new mapper, I would like to do so. Greetings, Koni
  10. Hmmm thanks for the suggestion Angelo, but this is not how I imagine "my" game. It is, like I said, somehow a mix between Renegade (x) and Star Wars Battlefront II. Greetings, KOni
  11. Thank you for your feedback Sammy At the moment I am learning to make models in 3ds max (and I am doing well) and I am writing at the background story of the United Nations of Humania. I think MeSteep is not that wrong. Often people "dream their live" and not the other way round (which is obviously better). So learning how to model or how to program is more important as only thinking about the game Greetings, Koni
  12. Hallo grüß dich ich würde gerne mitmachen, falls das für dich und deine Gefährten in Ordnung ist. Habe dich bereits auf Steam hinzugefügt. MfG Koni
  13. Prof.Koni is my Steam-Name too . Btw. I am searching for clans (English, but I speak German too).
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