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Henk

Former Developers
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Everything posted by Henk

  1. Henk

    [Map] CNC-Tunnels

    Preview of the new cave/tunnel (WIP): Edit: Let there be light!
  2. 2 years, that's a long time Don't know how much work exactly is left but maybe someone else can help you finish it? If it's just small things like missing collision and things you can get stuck on it's still your creative work and design.
  3. Please finish this, @DaKuja
  4. Henk

    [Map] CNC-Tunnels

    From the WIP topic: I'm now making/trying out these new tunnels. Also added some rocks on the edges of places in the field for cover and flanking. Don't want to add too much clutter for vehicles to get stuck on, that's why I'm keeping most of the cover for infantry on the sides. And I want the bottlenecks to be wide enough for at least 1.5 mammoth to fit through. And yeah it's dangerous to go into the field alone, but not anymore so than on Flying maps or maps like Field and XMountain where there's sneaky lpng range infantry on ledges, behind rocks and bunkers everywhere. I'm also gonna do some more optimization for framerates.
  5. @dtdesign let's continue this discussion here: https://renegade-x.com/forums/topic/74834-map-cnc-tunnels/ On-Topic: Yesterday I got a Havoc from a crate, so I started sniping, It went pretty well, when I eventually died, I picked a Sakura to keep sniping. I let the crategods decide what my playstyle would be for that game I guess, I normally wouldn't have picked a sniper class. I tought of this topic after that game.
  6. Ah you beat me to it This is similar to what I had in mind, some things I would do differently. - To keep the value of the Advanced Engineers (Tech and Hotwire), the control panel should only be fixable by that class. - They should however be active from the start of the game to prevent early rushes. - If the laser system is disarmed by hacking the control panel, the laser shouldn't recharge (So only recharge when they are "broken" by walking through them) - Hear a laser sound when an enemy player walks through the lasers, hear a sound similar to the mine disarm sound when the system is hacked (maybe just slightly louder because you would hear it only once) - I think the windows should also have disarmable lasers, for the HoN, put 1 control panel on each of the 3 sides. Maybe give the windows slightly weaker laser walls. - I was thinking instead of 3 beams, have one wall of lasers, that starts flickering and sparking when it's damaged. - Hacking the system doesn't make the lasers flicker and spark, it would simply go from on to off when the hack is completed.
  7. When I make it to switch into the winning team of course
  8. Henk

    3D printing

    Nice website! And the last F.A.Q. made me lol
  9. Yeah I don't even have enough room for it on my C: at he moment
  10. I agree the HoN becomes a nightmare to mine on flying maps. But I don't think more mines is the answer, I'll make some sort of a design document with mockups for the laserdoor system me and some others had in mind some time ago. Maybe i'll even try to make something in Kismet but I don't have a lot of time for it lately.
  11. Beyond Good & Evil is the free game for next month (in 2 days). Rayman Origins was given away last month. Some cool games so far, curious what they'll give away in November & December.
  12. Might add some tunnels that connect the ruins in the field to eachother. Maybe also a connection to the trench/tunnel in the middle of the map. I don't want the base tunnels to be used for beacon placements. It's already very easy to cover a beacon at the backside of the Barracks and at the Airstrip from the vehicle tunnel. On the other end there's the WF and HoN which both have the infantry only path leading towards their back entrances. I'm considering placing GT's for both teams. Best way I can think of to make the bases smaller is by moving the Ref forward but the bunker might get in the way, and that's the spot I was planning to put the GT's.
  13. I think GDI lost 2 it's first 2 Harvester drops and Nod only their first one on Tunnels right? Only 1 person got a med, if people had saved money we could've had more I think. My plan was tank repairs so I bought a Hotwire, but there weren't much tanks for me to repair. Fort was a bit weird, I felt all alone defending the Airstrip with Raveshaw vs a Med, Humvee, Hotwire (and Sydney?). Maybe there were people helping me but I didn't see them. Oh and one guy on my team shooting my empty Recon Bike when I'm doing a mine check on the Ref.. For the rest they were good games.
  14. The WF ramp is related to that structure and should be fixed in the entire game. You can put some small blocking volume(s) as a temporary fix though.
  15. Very cool to see the dam MCT fight at the start. exactly how I had imagined it
  16. What are you trying to do with Json? I have some experience in loading and reading json files with javascript (using jQuery & ajax)
  17. I'd like to test if making a parameter out of a texture helps, but somehow it keeps saying: Texture samplers: 4/12. No matter how many different textures I add (yes I linked them into the graph, ending up into the Layer Blend)
  18. Maybe we should also look into it if some of these things can be fixed. Most of them seem collision related. And some caused by vehicle physics. I do like some of these obscure tricks (backwards APC, airstrip light) but it's not really fair to do it in my opinion.
  19. Ok good to hear that about Tunnels. And indeed Reservoir needs optimization, that's why I haven't released it yet, it's still a WIP. @SMayhew Technically only 1 new map was played, since Walls Snowing is just a reskin.
  20. Oh wow you played Reservoir? Interested to see the recoridngs. It still needs some work but the gameplay of the map/the layout and most of the map were good enough for it to get played. Also, how has Tunnels been recieved so far? It's been on the CT servers but I've barely had time to play lately. I'd love some feedback (on both Tunnels & Reservoir)
  21. Instead of a timer there could also be a system where the vote stays up until x% of the team has voted. But this could also mean the vote can stay up for a long time if nobody votes. So to fix that, maybe the surrender vote and change map votes could be up until either x% has voted, or until y minutes have passed. Not sure what would be a good amount of time, but just longer than the normal surveys
  22. Too bad we can't multiply texture coordinates because that would be awesome. There's a Panner, a Rotator, wish there was a scaler.
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