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Handepsilon

Totem Arts Staff
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    2007
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Everything posted by Handepsilon

  1. So I won't be posting any SS for now, but I've edited the small version map again - Added 2 more infantry entrances on Nod base, totalling the entrance to 6 (including Hovercraft path) - One is the hill where Obelisk used to be - Another one is the beach passing a destroyed GDI Weapons Factory and a buried GDI Barracks - Added more defense turrets to guard infantry and vehicle path. - Added 3 on the hill infantry path - Added 1 on top of Airstrip - Added sniper deck on the back side - Removes one Guard Tower - Changes Light Tank spawner to Buggy (original), APC spawner to Recon Bike (TS) - Reworks some rocks to make it less climbable, decreasing chance for vehicles to glitch above the rocks - Beautify the landscape - Added Tank Blocker static mesh to differentiate vehicle-passable paths and otherwise The rather shorter version is that it makes Nod more defensive, yet able to rush faster and earlier. It becomes race against time for them. The longer they spend time to attack, the more chance GDI can build up enough forces to swarm the base from all direction. While GDI needs to chip through the defenses and damage base via infantry, while building up tank forces to push through and repel assaults.
  2. Something from RA2/TS = NEUTRAL VEHICLE Would be fun if this actually makes it into the game, I can imagine urban landscape with these fragile transport vehicles
  3. If by base game you mean Renx_Game.u, it's ALWAYS a BAD idea
  4. You might also want to check Game View mode in viewport. If it's invisible in game view, the SkelMeshComp is set hidden
  5. ....the .u files need to be more compact. Separating them would just cause problems later on
  6. Do you wanna research about Bali as reference for the map? It's called 'Paradise' after all
  7. Turn off your lighting before you build it
  8. Believe me, UnrealEd 2.0 was waaaaaaaaay more buggy. It's as if moving a camera can offend the codings of the application
  9. Are you referring to how bumpy it was? It's all in the UE3's physics, I can't promise I'd be able to do anything, but I'll try
  10. Hm as of now I only made Nod ones for their advantages of being able to rush far earlier than normal and keeps getting tanks without Airstrip With the current game mechanics, impossible
  11. Alright, I'm tweaking the Small version for a few now. I decided to remove the Obelisk and the indestructible barrier turrets and placed normal turrets instead. I also made the cliff where the Obelisks were as another path for infiltration for GDI's side towards Nod refinery By nerfing Nod's biggest advantage in Coastal and adding more disadvantage, I also introduced new advantage that becomes quite a double-edged sword : Vehicle Factory What these 'Factory' does is spawning a type of vehicle, and when (and only when) the vehicle is destroyed, another will spawn shortly. The associated vehicles can be stolen by enemies, and cannot be replaced until destroyed. So it has to be constantly guarded. I made it as a vehicle bay, which creates a vehicle underground and lift it up once it spawns As for now, I'll leave it that way. I haven't made any new build yet. And I don't intend to until I can solve that reference problem, which I have absolutely no idea what Ruud meant when he said that when he removed my maps from the server. Some guidance or screenshot would be appreciated.
  12. Thommy(or someone else?) already did that once Doesn't work too well...
  13. The Base Building part is one of the points where the problem starts. UDK is never friendly for dynamic stuff...
  14. I've had an idea about a forest map that will be REALLY dark for dem infiltrators. Here's the list of ideas that may or may not work 1. Add light switch on the entire base (WARNING : May reduce performance and reduce lighting quality) 2. Keep the base dark, add swerving search light (WARNING : May mildly reduce performance) 3. Give base some dark areas, make the field dimly lit on the vehicle path, while almost not lit at all on others 4. Add alarm systems Anyway, to answer your question, defense buildings (save for AGT/Obelisk) works like the vehicles, except that they don't move. Technically they're just unmannable turrets/emplacements manned by invisible AI
  15. This will require rescripting of Harvester and its' pathing logic. Right now it's a very basic cycle 1. Get the team's Harvest point 2. Get the team's Unload point 3. Save points to memory 4. Begin pathfinding to Harvest point 5. Goes to Harvest point 6. Begin pathfinding to Unload point 7. Goes to Unload point 8. Back to 4 That means it's that simple, it just looks for the point(s) regardless of numbers of points, and will randomly pick one of them (usually the same ones throughout the mapping if my prediction is correct) and will always use it for the rest of the game. Unlike players, Harvester doesn't seem to have any logic to alternate through paths. It just picks the path it likes, and goes that way. It will take account on any changes of course that the players might cause on the Harvy
  16. Huh, wait. Coulda sworn I've replaced the proxy image with transparent background Also, guys, isn't it 'defusing', not 'diffusing' Diffuse : http://www.dictionary.com/browse/diffuse?o=1 Defuse : http://www.dictionary.com/browse/defuse?s=t Not trying to be grammar nazi, but wiki needs perfect grammar and vocabulary. EDIT : Something is wrong with the infobox, what happened in the background there Agent?
  17. Uploaded Medium Tank, Engineers, and Stealth Tank Made Stealth Tank page
  18. Sorry, what do you mean by 'don't try same buildings, except Obelisk'? edit: just saw your map CNC-Coastal, looks awesome It means, don't place two power plants, don't place two Hands of Nod, etc. But placing like.... two or three Obelisks is cool. (Technical wise, not the 'omg unbalanced map' wise)
  19. Ref destruction should stop it from spawning so that's odd. WF/Air destruction, since Airdrop's existence, never stopped Harvester from spawning, but it kinda takes longer than when it's up. Harvy is annoying yeah, and if you persist in your attempt to block Harvy, it can flip your vehicles upside down (Even Mammoth Tank. That happened to me twice)
  20. Too costy, too much work, too OP (possibly) Besides, MK2 is extremely big
  21. If anyone still got UT3, we can probably use their physics setup as a reference, modifying it a bit and stuff. Unless they've changed how the physics work since UDK? I kinda doubt it ...noooo not the Goat simulator
  22. How can you mistake the health of the most played GDI vehi... *looks at Favourite faction* oh never mind
  23. Btw, did med tank get nerfed? Why did Zephyr inserted '700' on Med Tank's health?
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