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Everything posted by Henk
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This one's funny too: http://trumpdonald.org/
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Can't the building stairs and AA structures just be dynamic actors, and the "Is Flying Map" setting be dynamic too so they can just be toggled on and off before loading the map? Seems better than needing a whole new map file of 100 to 200 MB.
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No I need to rebuild lights first, but that takes like 2 hours, so I'll make it build lights when I go out tonight.
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I swear I put vehicle blocking volumes all around those new infantry ledges, fixed now. Vehicle breakdancing was caused by the upside down terrain from the cave, it was invisible but still causing collision, flattened now and should be fixed. Bush collision fixed Minimap fixed, forgot to set it to UI mode. Made the Vehicle Blocking Volumes on PPs higher and converted them to Blocking Volumes (Any non-flying map should apply this by the way @Ruud033 (Don't know who's in charge of this so I tagged you, Ruud) ) I adjusted the green light's brightness from 6 to 4. Can't see the result untila fter I build lights. All those stuck spots fixed. Building lights tonight.
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Ah you edited your post, I hadn't seen it yet. Thx for these, will fix them asap.
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That's just one of Nod's features. They're more about speed than heavy armour so the buggy being slightly cheaper fits well. This topic can be locked, we can continue here: https://renegade-x.com/forums/topic/75046-level-map-cnc-tunnels/
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I was planning on putting an Advanced Power Plant in Reservoir when I started that map, didn't go through with it, you can still see the WIP on these first screenshots: https://renegade-x.com/forums/topic/73475-campc-reservoir/?page=1 Your design is nice too, It's more realistic that they're attached to the same base imo.
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Agreed on the bigger splash radius for SAMs. Wouldn't know how you'd change Lakeside except for a huge vehicle blocking volume, blocking access to the air above the infantry path, but that would just feel weird.
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Volcano has 2 vehicle entrances on opposite sides of the base, I think it would be a lot different. How did the non flying Walls play in original Renegade? About Lakeside, I think the big field is perfect for big tank battles, Flying units take away that fun a bit, but rushing with Apaches and Orcas is very fun on this map too.. For me it's kind of a dilemma. One thing done very well on this map is how the lower areas have a lot of trees that are good cover against Apaches and Orcas, and they are a bit like canyons, when I'm infantry I feel a lot less vulnerable on Lakeside than I do on Walls vs Flying Units.
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Not in favor of adding helipads to each flying map, but limiting them to 4 or 5 per team is a good solution I think.
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The Mammoth MKII is in the SDK now, so with the help of mutators you could probably make a map that has only Tiberian Sun vehicles. But you'd probably need to make a custom structure for the Mammoth, I don't think it fits through the WF bay, maybe something like the vehicle reinforcement structures from C&C 3 (Handepsilon made something like this) Iit's size is also why you can't just take an existing map for it: (Destroyed HoN by spawning the mammoth on the plateau)
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View File [Map] CNC-Tunnels Description: 4 Structures per team (Refinery, Power Plant, and the Infantry and Vehicle structures) 1 Machine Gun Guard Tower per team 1 Respawning Rocket Emplacement per team 2 Vehicle entrances 1 Infantry entrance Lots of paths and different tunnels Symmetrical (mostly) Submitter Henk Submitted 10/24/2016 Category Levels
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Added some particles to the mushrooms, and added some falling sand particles. I've also made the field a better place for infantry: added these small elevated parts to the base entrances: Added this infantry only part on each side: Also added some more rocks here and there, and 1 more tree by the GDI refinery so SBH's can hide a bit better from patrolling vehicles. I've also redone all the foliage, because it got screwed up when I copied my landscape to make the new tunnels. Minecart materials are done better. Framerates have also been improved quite a bit. I'll make a new minimap later today and then probably release the updated version (1.3) Edit: here's where these new tunnels roughly are:
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WF and HoN are reachable without getting in the line of fire of the GT. When the GT is down it's quite doable to sneak, easier than on Walls or Islands for example. I don't want to make a back entrance that's perfect for sneaking or only meant for sneaking, Hotwire/Technician infiltration shouldn't be too easy, it's not the ideal way I want to see a building get destroyed, games should be won more by teamwork and coordination instead of lone wolves.
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Update on the shroomcaves: It looks a bit brownish, but that's my laptop being weird, it's blacker and darker in the editor and in game And in stead of the bunkers I added something a bit more useful and powerful to the bases: Still lot of places for infantry to shoot from, this was pretty necessary to make the bases a bit less vulnerable to tank rushes.
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Would be very unlikely that it's the same guy. This is way bigger than Renegade X. Pretty sad, but on the bright side, if these attacks happen more frequently, hopefully authorities would learn how to better solve who launched them, and trace them down, etc.
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If you're going to do blast doors, don't waste dev time and just make laser doors that are worth the dev time.
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In the other tunnels that have those mushrooms I have a post-process volume that makes them a bit bloomy, and a subtle DOF effect. Going to add that here too. Don't wanna make it too trippy, that would get annoying A "Press [E] to use mushrooms", triggering a temporary trippy post processing effect would be pretty funny now I think of it.
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I run in together with enemy infantry pretty often..
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Changes to the bases: Refineries moved forward, and GT's added.
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I know how to make it recognize the team, not sure yet about dealing damage and linking it up to the panel but I'm gonna try. Proximity Mines could stay in, but work more like AT-Mines, so connected to certain classes, max 3 per player, and maybe less damage.
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Nod can get GDI technology from crates, GDI can get Nod technology from crates, I don't see how that's not consistent. Yeah base defenses can't see you, but you still can't see their stealth units, it's pretty likely to get discovered by a real sbh or a stank. The sbh spy might be powerful, but Nod has the GDI vehicle crates, AND also the ability to easily steal GDI's tanks when someone leaves it to repair, so I think sbh spy compensates for that nicely.
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^ Running in when the door is opened by a defender is a problem with that idea. Building defense should be simple to understand, self-explanatory even, lasers with a control panel that has a health bar and a notification of what you should do with it, like MCT's and PT's have, is pretty clear. Read Axesor's and my posts and try to imagine this idea, I personally think this would be the best solution. Maybe I can try to make it in Kismet, I have next weekend off.
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Got a Mammoth from a crate this evening and did more damage with it than I've ever done with SBH Spy and Stealth Tanks from crates.