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Handepsilon

Totem Arts Staff
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    2007
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Everything posted by Handepsilon

  1. 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
  2. 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
  3. 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
  4. 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...
  5. That sounds like Rise of Nations...
  6. 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
  7. 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
  8. 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.
  9. 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
  10. Coastal(Alpha) Map implementation is put on readme
  11. Hmmm, thanks B0ng. I'll tether my internet first and hop on the irc
  12. LINE, if you have. I don't update WhatsApp anymore and Skype just don't work on my phone for some reason, and I haven't downloaded Steam yet, not that I can access it over here. My ID name is same as my username here. Gonna cancel the testing for awhile, everything becomes messed up on the Launcher, and I haven't managed to rename the server yet... besides, you guys will most likely experience 300+ ping
  13. I guess follow this guide but change CNC-Field into CNC-Coastal Or maybe I'll make a test server myself. The name would be 'Coastal Alpha Test Server'. Careful with the lag btw, the internet won't be that good
  14. If you can, invite me. I still need to see how this works on multiplayer, and the Hovercraft physics haven't been looked yet
  15. Pre Alpha 2/Alpha is available : https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Notes : Added more GDI's infiltration points Added ledge to cover Obelisk infiltrator units (be careful. the bottom hole can kill even Chem trooper) Added Nod Turret set to counter hovercraft Added gap on Hovercraft landing zone... Cut some empty areas on Nod's base Rewritten Readme, adding strategies
  16. I didn't know they had Renegade X in UT2003.... ...Or did you mean UT2007 A.K.A UT3, where RenX mod exists?
  17. Yeaaaah, that sounds even more like Feedback forum to me
  18. If you ask me, the treads are most likely MaterialInstance work... bones are most optimal when NOT moving, only rotating
  19. If you're on UK... then your evening is midnight for me... hmmm
  20. Hmm, well, I dunno. The vehicle's physics is rather hard to tweak. I'll need to see to it myself. I can't create a server and no one around me plays RenX. Maybe you can invite me to the game someday so I can look into it? Usually I left the boarded vehicles empty, so I can't really reproduce the problem, but you can do so to play it safe
  21. Heh, well, I just updated the map. The Hovercraft will be rather problematic for vehicle transport due to it being pressed on the ground. It didn't pose the same problem in the SDK, so it's rather difficult. I couldn't raise it up high enough either
  22. oh, maybe that's because you have vehicle and mine for every map set on. I didn't set it on, so I could buy vehicle like normal
  23. thanks yes, beware the triple beam that will most likely insta-kill you if you drive less than a healthy Mammoth so, the map is huge, but was not meant to be THAT huge (and actually wasn't meant to be huge at all... It's a screw up that I cannot fix for now... The map is not scaled, just miscalculated... And Nod's base is generally unfinished so that's why it looked so empty And yeah, aside from being heavy the hovercraft seems to be harder to drive in the built game than in SDK, somehow. I could've sworn at least I got more freedom there. Wanted to make more maneuverability, but I fell asleep before I can't test out Will also fix that hovercraft ramp. I spawned the wrong class
  24. Updated, now available for anyone to test out. Read the readme before installing Currently bots are not working. If they are, Nod would instant-win anyway....
  25. Valley? There seems to be a package called such in the SDK
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