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Handepsilon

Totem Arts Staff
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    2008
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Everything posted by Handepsilon

  1. 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?
  2. Handepsilon

    hacks

    Confirmed, he was at WF's back shooting Tib AutoRifle to the ground when this happens PS : Oh so you're Toothless
  3. 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)
  4. 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
  5. 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')
  6. 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...
  7. 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
  8. oh hmmm... I'm not sure that's how the chronosphere looks though. A shape of curved windows would be much closer IMO
  9. I like the right one. less organic and all
  10. 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)
  11. 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
  12. Hey B0ng, updated the map Though you might want to review it first before mirroring this one
  13. 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
  14. Now that totally rips off Flakkie even more!!
  15. 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
  16. 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
  17. sounds good for secondary, considering it's kinda a more expensive Shotgunner (at least it is for me) with some grenadier capability In fact, this weapon is literally a ripoff of UT series' own flak cannon
  18. Currently there's something wrong with my map's tiberium foliage. It looked untextured, bearing the blue/white checker 'default' material in the cooked game. The texture showed up just fine in editor, and showed up just fine as StaticMeshActor help please? Screenshot yet to come, but map is playable on Testing Server by DoctorB0ng
  19. Nah, 45's enough for me, and some people just don't have WinRAR anyway. Up to you tho edit : You lied to me B0ng! It's 93 MBs! Ah wellz
  20. What if we put aircraft with its' own multiplier? That way we don't really need to worry about what can and cannot counter the Orca/Apache...
  21. That sounds like Rise of Nations...
  22. A single Stank alnost destroyed a GDI Weapons Factory in Lakeside in this one game in TmX (I think). I was its' sole defender since everyone else was at an Orca Rush operation as a comeback after Nod destroyed our Barracks. It managed to ruin WF to 40+% since all I have was an APC Also, Stank can be used for scouting (which SBH can do as well, but Stank is stronger) and... well, attraction magnet which can buy the actual assault force some time to mount up. In Beta 3 I also like to use it as surprise panic device for GDI infantries or vehicles, more on the former though. Just some points to add on the judgement
  23. Uh, which one should I download? the latest one, right? Also, personal request for B0ng, can you compress the map on your mirror? (.zip at least, or .rar if possible). my quota can't really take that much punishment Of course, you don't really need to do this, but I'd just really appreciate it
  24. Your map looks great... I had an idea like that, GDI have to assault Nod GDI - Hovercraft + planes, start in ocean with WF etc Nod - 3 Obis, 1 guarding each corner and 1 powerplant in the middle of the 3 : ) Stuff like that but not going into detail : ) You need at least a HoN to make Infantry Barracks work and vice versa. Don't ask why Still, a turtling survival map would be interesting, but not made for Marathon. We just need to find a way to make sure Nod players are always at the top score than GDI's, so when the time runs out, Nod wins... or the other way around.
  25. As I told you. it is a big, imbalanced map. I'm trying to make as not tedious as possible but it's still easier said than done That's why I recommended 30+, at least until I can discover how to get around the size without deforming the map too much
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