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Bananas

Closed Beta Testers
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Everything posted by Bananas

  1. I present the deadly Obelisk Ninja Star.
  2. I'm working on editing whiteout and I took your suggestion. I think this will improve the map.
  3. We have discovered how to bring the devs to a thread. Shiny ren things. They look good though. I want them too.
  4. Don't know how to put it any better. Installed the newest version of tomb and went into skirmish. Hon, barr, and gdi pp doors I could go through with vehicles. Could be something on my end maybe? I couldn't get on the testing server to check. Kept giving me an error, so I can't confirm it really.
  5. Don't want to be a downer, but the map is far from ready for release. Don't know why you are pushing for it. Spent a short time exploring the newest version...lots of issues. Wouldn't surprise me if I missed some. http://imgur.com/a/tLnpo Map has made nice progress though.
  6. For Tomb....Can still drive into the barracks and hon. GDI can still wreck building safely from behind the rocks on the back path. Silo is still in a crappy spot.
  7. How about you post your feedback without an apocalyptic title and I'll take you more seriously. All you come off as is OMG THIS AIN'T RENEGADE WITH ALL ITS FLAWS ANYMORE!!! 2a) Every other class got more max ammo. Don't run out much anymore. 2b) Uhh...not useless. Learn to aim it? 2c) Every side arm was distrubeted to different classes. This was changed to make classes feel different as well as make balancing easier. Lots of classes became broken by being able to buy side arms. I've seen mixed feedback on this overall. 2d) ??? How did you die to out of map while defending. 2e) Partially fixed for the upcoming patch. The dev team is small and it takes time to find fixes. Feel free to open the code and fix stuff yourself. Would be easier to take your feedback more seriously if you posted seriously. Hyperbole title with an apocalyptic touch, insulting a/the devs, saying the game isn't renx when it clearly still is. Thanks for the feedback anyways, everything helps. Currently there is an attempt to fix major game flaws which have existed since renegade. 5.1 was aimed at increasing the use of infantry. It also aimed at making all classes useful instead of just snipers and hotwires being used. I would say it was successful. As for renx dying, you're clearly not informed. Player count has been up, lots of custom maps are being finished, activity has been up in the forums and with the devs, and there's some cool stuff being worked on in the background. This is the most alive renx has been in a long time.
  8. Define what a pro player is. Good luck.
  9. I'm feeling that a priority should be to either find more people to set this up and/or make it more automated so key people don't have to be around for every time.
  10. What bro said mostly. Depends on where your tunnel is? If there's nothing below your tunnel, why can't you just use your landscape for the floor. Otherwise what bro said. Open up whiteout in the editor and poke around at the tunnel for ideas on what you want to do.
  11. I don't know the specifics of how agt/obelisk work in renx (or how they worked in ren because I forgot), but a max range would probably be good and useful for mappers. For example on goldrush the agt would shoot all the way to the middle building. On mesa, the obelisk used to be able to shoot all the way to the gdi base if you jumped in a specific spot. Makes it hard for mappers since they have to make sure there's no spots where they have line of sight. I found this video of renegade as a good example I think. The obelisk having line of sight like in the beginning would just shoot at you. Cv7yixnCgDY
  12. A lot. Needs a major overhaul, or just accept it is pretty bad and make other maps.
  13. Interesting. My initial assumption is that it will be used to open/close a path depending on tech building control. Like Nod has tech building, so GDI can't use a certain vehicle path without being emp'd. Capture the tech building and now you can use it without fear. Just my guess. Should be interesting either way.
  14. Did you not fix any of the gameplay concerns people brought up on tomb?
  15. Don't think I can make it either
  16. There was some talk between agent and terekhov of making a new one I think. Would see what they have to say.
  17. It's likely he's referring to map specific spots. Places where they get under meshes/foliage with no collision. My initial guess would be on Under in front of the GDI powerplant.
  18. Dear james, what you are describing makes no sense. I've been around since beta 1 and never heard of anything like you've said. Glitched nukes are very possible in some spots, but I've never seen or heard of one "moving". Personally I have no idea how a nuke would reappear at 10 seconds. Getting stuck in a wall? Possible. Only appearing at 10 seconds? Unlikely. As for most of the original renegade player base being gone...uhh...I would say 90% of renx players played the original. You should stick around more before making judgments like that.
  19. Won't go into specifics or point messed up things out since it looks like you have a ton to do still. Two things I noticed right away. The infantry tunnels are long, straight, and have nothing in them. They will be super boring. The tunnel under the airstrip is just wut. It's just a long straight tunnel under the entire thing. If a beacon gets put down there, it will be a huge pain. If you really want the tunnel there, I would suggest you shorten it by a ton. The layout actually seems like it could be interesting. Map has potential, just needs more work and lots of touch ups.
  20. Assuming you mean stats like rate of fire, damage, health, and stuff. If so, there isn't one. A wiki for the game is probably needed, but yah. The only place to find this type of info would be in the game files/source code or in game. A tutorial, wiki, and other stuff would be nice, but no one has put the time in for them.
  21. Ah. I knew this worked on your own team, didn't know it worked on enemies.
  22. GDI ref is much easier to hit with rocket rush or arty in the field compared to the nod one. See these two screens. No collision on these On the non silo path gdi can easily hit nod buildings while being protected due to the rocks Can jump onto the rocks from here and get all over the top middle Stuck Can jump on this rock and get stuck Soft boundaries are bugged in spots. I would say silo somewhere else or not at all would be better for gameplay. Right now it's another map where you control silo and harvies at the same time. Looks like it could be a decent small map.
  23. Tomb is good. Possibly Uphill too if we have time. Tomb: https://drive.google.com/file/d/0B2ze9D ... ZoUnM/view Uphill: https://drive.google.com/file/d/0B2ze9D ... l6aWc/view
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