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Everything posted by Henk
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Thanks! I'll try fixing all of these problems this weekend now I'm done with the new version of Snow.
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Trouper would've probably had suspected there was an sbh in the bay because of the doors opening. But Thommy, do you realize you make up 10% of your team on a 10 vs 10? The Raveshaw worked out well in the end but SBH solo nuking, especially on Islands and when your team isn't fully in control of the field yet isn't such a great idea.
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I think most of the maps have good sniper points. Most of the sniper spots are pretty well balanced in my opinion, no spot is the ultimate sneaky safe spot where no enemy is able to get to, but there's lots of spots where you're safe from enemies sneaking up from behind or vehicle splash damage. Of the commonly played maps I can only think of Goldrush, Snow and Mesa (kind of) that aren't that great for snipers. Which maps do you think should have better areas @Zephyr ? (Only played the new Training Yard once so I don't know about that one)
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Nice. I like the colorscheme Are those trenches in the middle part? You could use the planks and sandbag models from the UDK.
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We already did that. Bad water!
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Plenty of space in the parts that are 3 meters above sea level.
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Feel free to move to the Netherlands
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Looks really nice! I like the 3 silo's, they're in a triangle, they're far away enough from the bases, so I think there could be interesting fights over the silos with lots of back and forth movement. I think you should keep it this way. However, the Hand of Nod is very hard to defend when it has the ramps, and the barracks are pretty easy to defend, the ramps don't really make it harder to defend except that you have to mine at the 2 doors instead of the sandbags. The HoN however gets 9 openings because of the added ramps instead of 2. (Barracks also has the MCT way at the back which makes it easies for GDI as well) The turret is also pretty useless against infantry, the Guard Tower is way more powerful, so as Nod you can forget about using the back entrance as long as that GT is up. There are Nod Guard Towers in the SDK too, maybe you can give Nod one of those instead? The GDI guard tower being powerful isn't the problem I think, the Turret being weak is. To balance the map I'd give both factions guard towers and place them at these red squares: http://i.imgur.com/mb0qKqX.jpg Top of the Hand of Nod works good for Sam Sites, but turrets and guard towers not so much because of the angles.
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What I dislike about surrender is that in most cases the game will be over soon enough, a lot of times the enemy surrenders right when you were rushing their last structure, just let the winning team finish it, it takes away so much satisfaction. @CampinJeffs Idea is a great solution for this in my opinion. You don't surrender directly but it'll be over quickly this way, and it would be fun to see the difference in strength when it's all Heroics vs all Recruits
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I notice that too, I'd love to see more gameplay in the middle of the battlefield
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Even if we had the numbers you wouldn't get a good result. When I was fiddling with the leaderboards, the game had just recieved a big update, and all the leaderboard stats were reset. I didn't have map info but I could see how many times GDI won games vs how many timed Nod won. I noticed Nod won a lot more matches and I tought they were made OP, but it turned out that certain very good players with win/loss ratios of higher than 5 were choosing to be on Nod for almost every game. My point being: With such a small player base it's very difficult to get honest stats when some epicly good, game changing players have a favourite faction which they switch to most games.
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Decrease Time that kill gets attributed to a player
Henk replied to TheOlsenTwins's topic in Feedback & Bug Reports
Enemy gets the kill if they were the last one to damage you and you suicide via the menu. -
I like that every infantry unit has the potential to do a massive amount of damage to a building with a timed C4.
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Working on some destructable obstacles that open up a new infantry entrance. But I haven't been able to test it if it works on a server yet. Furthermore I've made a slight change to the rock's colors, removed a lot of meshes that were out of sight anyway, easily over 150.000 polys. Removed collision on the faction logos in the building as they got in the way. Improvements on the texturing of the middle structure. Less amount of lights, but maintaining the brightness. Slightly brighter dominant light (the moonlight). More small elevations in the terrain instead of a flat plane. So basically stepping up the quality of the map.
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I'll try it some more in the near future. Need help with the scripting though. My main focus now is improving Reservoir and making changes to Snow.
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This is what I was about to say.
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I'm not always infiltrating with an engineer/tech/hotwire.
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That, and enough room to make the turn. so at least 1.2 mammoths wide.
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So awesome. this truly showcases what a great game this is
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@ThommyK0104 I didn't know how I would make a new building class. So it would be called Advancd Power Plant, and the 2nd pipe would be part of the hitbox, and it would also take up more room, didn't want that.
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Update on the laserdoors: need to program new classes to actually make it work properly, and I can't do that.. I have a control panel but it's an MCT, that both sides can capture, but it should work different than that ofcourse. And it needs to react differently to Advanced Repairguns than to normal repairguns and repairtools, and also be disarmable by an EMP grenade. Can't do that sort of stuff in Kismet But I do have a laserwall that deals damage when the wrong team walks through it, and it is breakable (when an enemy walks through it, it partly depletes the lasers' energy. This way you can sacrifice yourself on it just like with mines)