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Handepsilon

Totem Arts Staff
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    2007
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Everything posted by Handepsilon

  1. Yeaaah, that's kinda saying that Stank is stronger than Light Tank when rushing head-long
  2. Hey, chill. Dev would like to have little spread, but even that, the OldRen veterans wouldn't have it. Since I'm not a sniper and they know Renegade better than I do, I just shut up (no really. I'm not being sarcastic. I really do think I have no say about it)
  3. ...because this is not CS or CoD? I really don't have a better explanation about that...
  4. That's because Nod's tank are not meant to overpower GDI's own head on. If you're just slamming your Light tank to a Med Tank without thinking twice... or rushing a single flame tank to an MRLS without a tech in a straight path, I'm afraid you're just doing it wrong Stank though... I dunno. 400 stealthy hp with not-so-decent rocket doesn't seem worth the money
  5. Ok, try to hold your head when walking on tiberium field. It's going to be trippy there
  6. Handepsilon

    hacks

    ...you think I did not try that already? My series of summoning ritual !requestmod (which works too as far as the notification says) isn't being successful when it happened. Sure some Mod came earlier, but it still happens after they're gone...
  7. Believe me when I say Harvester path is the most annoying thing to set up... ...regardless, they need to fix that...
  8. B0ng whenever you're ready Don't ask how I keep updating every day. It's just so fun to do and all... sorry about having to download everyday...
  9. To come for 0.0.5 - Proper block on Nod's heavily infected Refinery. Right now people can bypass the barbed wires - Shorten Nod Tiberium field distance and fix the pathing. For now, Nod harvester will self destruct because they take too long to deliver the tiberium back to base - Less health for Nod turrets as a compensation for their ridiculous number To consider for 0.0.5 1. MOAR SPACE CUTTING 2. Nod PP overload mechanic (it already works. The only thing to consider is the balance and the need) 0 Damages PP and Turrets by 20 every half second 0 To overload, go to the dangling MCT on the nearest broken power plant, that has 2 functional PT that fall off from the wall. the other PP had their consoles down. 0 Alert will go off upon activation. Nod's PP will be warned by Cabaal and gets electrical sparks on the reactor, some PTs and MCTs 0 Overloader gets points and credits as if they actually do the damage normally + Unique way to destroy and defend Nod's base + Can soften the turrets, if Nod repairs the needed turret in time and GDI works well with the overload + Nod can buy things from the non-functional PP used to overload the functional PP + Lasts for few seconds, can only overload once every about 10-20 minutes, Nod can prematurely restabilize - Since Nod's base is already too big and has 2 PP to defend, and 3 Obis to defend outside, balance is still a question - Even with huge flare on the pole, may not be noticeable enough PS : Buying from wall is too mainstream. One of these days, let peeps buy things from the floor
  10. I'm pretty sure this is being worked on and will be the way maps are distributed when they are officially supported. For the time being I can see if some community members would be willing to write and handy dandy utility for us. Naturally that should've worked like the game caches the mutators they downloaded from the server. UT99 and UT2ks can download maps if the client doesn't have it... (they reject if the existing package mismatches tho) are you sure they're not downloaded in?
  11. Handepsilon

    hacks

    Confirmed, he was at WF's back shooting Tib AutoRifle to the ground when this happens PS : Oh so you're Toothless
  12. Tweaking the size again... Adding sniper points on infantry point Download : https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Tweaks of 0.0.4 includes - Added ending flyby cinematic - Added Post Processing in Tiberium fields outside GDI's own - reduces highligh and midtone tweaks on Tiberium field post processing volume. Adds heavy motion blur effect to simulate poisoning effects (chem trooper is affected as well)
  13. Updated it anyways Let me know when you have your new, optimized version and we'll get that on there quickly. But that's the thing B0ng! I'm about to update it very very soon D: Meh, just let them have Alpha 0.0.3 for a day then
  14. Yep, and people with low-spec like me and plays with lowest resolution known to mankind are NEVER going to be able to read it Ever For me, the tip when you play in-game (like 'place C4 on enemy mct to blow it up' now) is quite effective, though probably not enough So, how about placing the tip when they're about or do things for the first time. (Example, when about to mine when mine limit is full for the first time, you'll be prompted 'Mine Limit is Full', and then when you mined after that, you'll be prompted 'You're Overmining, your team's mines are disarmed')
  15. Well, as far as silliness go, I still find this rather logical and... silly at the same time : A chinook that drops... a chinook But yea, the pilot needs to get home after the delivery so that's fine...
  16. Following Yosh's suggestion we'd have something like... A Hotwire/Tech with Repair Gun, Heavy Pistol, and Carbine (proxy is still question). Making her roughly 1000k to turn into field-supporter
  17. oh hmmm... I'm not sure that's how the chronosphere looks though. A shape of curved windows would be much closer IMO
  18. I like the right one. less organic and all
  19. All the above, and personally I'm looking for spaces that can be cut down without hampering the map balance. Actually B0ng, you don't need to mirror that one yet. I just cut down the map size again, accordingly as MrSunshine suggests (see TmX forum topic)
  20. I'd really like to think that airdrop is some kind of facility to make sure that while losing a building hampers you big time, it does not lock you away from victory ...does not mean I agree/disagree with airdrops now
  21. Hey B0ng, updated the map Though you might want to review it first before mirroring this one
  22. Map updated - not sure if this is for the better. Guys on test-map server can review it first before they actually replace the old version with this... Download : https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Current Map : (it's not that different, but one would see Nod's base are much closer now, and that there were some lingering buildings randomly scattered across the island) Fixes(special thanks to DoctorB0ng, MrSunshine, and HeliumBunnie) : - Rock Bridge glitch - Obelisk choke points now disallow vehicles - Nod Base now pushed forth (again) - Tiberium Foliage *should be* fixed (not tested yet) Tweaks : - Adds turrets/destroyed turret husk on every wall - Adds turrets on Obelisk - Adds 2 more guard towers on GDI's main entrance - Path changes due to base positioning - Adds destroyed buildings as scenery and covers, especially at Nod's base - Hovercraft SWARM missiles now weighs 2 missiles per magazine, with 20 seconds reload time - Hovercraft Cannon takes half a second to fire cannons, has 8 per magazine, with 16 seconds reload time Shots : Where the Refinery once was in the first iteration, I put this... (Complete with dead bodies of exposed chems) On Nod entrance, added these for scenery and cover against turrets (Basically what happened after the first GDI assault. Oh, one destroyed HoN is buried in the sand while the other had one side on fire. Those obelisks are not functional because.... well, two PPs was blown outside) To compensate the open space in infantry path, added these (Basically an early guerilla operation by GDI, which obviously failed) On GDI entrance, added these (The origins of how GDI managed to get Tiberium field so close to entrance. AGT is destroyed btw) To block Obis' path for vehicle, added these (They say Nod is quite unconventional. So, there comes unconventional barricade ) Also, little fun fact... (Apparently the physics works perfectly when simulating weights. I would not recommend shipping 2 mammies at once, as they make Hovercraft harder to control on ground and sinks it down, possibly short-circuiting the tanks) you can tell me how to rescale the size of this map, as in which space needs to go and such. But main functions of the paths still need to be retained... Also, building time is starting to take WAY too long. Lighting takes 1 hour to build WITHOUT lightmass. This is becoming a problem. If someone would be so kind as to offer lighting build help, I would upload the unbuilt map for you to build the lighting, because if not, the performance hit would be too severe to play this map
  23. Now that totally rips off Flakkie even more!!
  24. Ah, thanks Kenz... it is quite a strange occurence, since the StaticMesh version was fine... I think it happened once to UDK's stock flower
  25. lol, sorry. Maybe just maaaaybe, there's RenX for UT2k3 and I missed it (ok, now that I think about it it's very unlikely since vehicle coding hadn't been invented yet) Besides, I'm not sure when the original Renegade was released anyway
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