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Henk

Former Developers
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Everything posted by Henk

  1. Updated version of Snow will also be added
  2. Even if we get the Repair Facility working, I've decided to leave it out of this map. It's a structure that can work on some maps, but I believe it won't work well on this map, gameplay wise I mean. Meanwhile I'm having some frame rate issues compared to other maps. I only get around 40FPS, on other maps it's usually 55-62 FPS. Haven't figured out what causes it, i know it's not the portals or the water reflections, I don't get lower framerates when I look into a specific direction, it's pretty consistent.. Removing particle emmitters didn't have any effect so that's not causing it. If I want to test if it's caused by certain meshes that might be too high-poly like the large amount of trees, the leaves on the walls or the dam, I need to rebuild lights every time to see if it has any effect when I remove them. Building lights takes my laptop around 3 hours so I only build lights when I have things to do away from my laptop. Already culled about everything I could cull btw.
  3. Update! Finished my schoolyear so I had time to work on the map again. Removed the energy walls because sadly they didn't stop Officer, Chem and Flametrhower projectiles. Made a tunnel entrance by the capturable MCT, if you capture it, it spawns a teleporter. When you enter the teleporter you get teleported to the new tunnel in the screenshot below. It takes you to the enemy base. It's basically a shortcut. I don't think it's over powered, it's a small exit, so you can mine it, and the guard towers are still a huge threat over there. It's also still pretty close to the main infantry entrance, so no long runs to defend that spot. This mechanic makes it important to fight over the dam, and it gives your team an offensive advantage instead of a defensive or campy one. (It's just a small part of tunnel that leads to a wall, the teleporter is one-way. If I had made it a tunnel that would open for 1 specific team that would leave too much space to hide in for them, and they would still be in there if the MCT is recaptured. This makes it risky for the attacker going through the portal, mining it will be like shooting fish in a barrel. Removed the repair facilities (for now at least), because A. They don't work yet and I don't feel like scripting them anymore because everytime I change 1 thing I need to rebuild scripts and it f**ks up my SDK, can't debug or test things properly.. And B. There's only 1 vehicle entrance, and being able to sit at that entrance and be able to get such quick repairsjust by backing your vehicle a bit, and without help from other players, will make this map just way too camp-friendly. I think it will work better on a large map with multiple vehicle entrances, but just not on this one. So even if I/we get it to work, I don't think I want it in this map anymore.. Updated river material, culled trees and leaves. removed unnecessary lights, added an extra wall to the dam entrances instead of the energy wall. I think all that's left now is building lights.
  4. An ambitious idea, my advice is just to start in UE4 right away. You're gonna need to rewrite the code anyway, and this will require a lot more coding. UE4 is more user-friendly, easier to work with, and also more powerful. A lot of the models and textures can be ported easily. Don't know what your experience is in developping games, but just start out with simple prototypes, make it functional first, make it pretty later. There's tutorials for the simpler stuff, ideal to learn what you can do in the engine.
  5. Played it, like the art style a lot. It's simplistic but still has a lot of personality Didn't like how easily the harvester rolls over tons of infantry. And the base entrances are bottlenecks so it requires a lot of managing to make sure your infantry doesn't get run over, especially when the enemy has multiple harvesters. The AI was also pretty challenging to me even on the easiest setting. I do recommend the game, it's pretty fun! But I personally still prefer C&C 3 and Age Of Empires 2 over this.
  6. Even if I was able to make all that and had the time, I would make a different campaign instead of remaking the original one. I wouldn't expect anyone to either remake the campaign or make a new campaign..
  7. I have no idea how making the interface in UDK works, but I'm guessing the icons are now centered, so when you add more icons, that icon section(?) grows in height both upwards and downwards, right? If you can have that anchor point set at the top of the icon section, the icon section should only grow in height towards the mini map/bottom. Again I have no idea how the UDK interface system works, I've only worked with UE4 and Unity interfaces in Game Engines. But I hope you get what I mean
  8. But how would you do it with Valley, which has 2 silo's in between the 2 bases (and 1 in each base).
  9. Wouldn't know how it should be visualised so we know which icon belongs to which silo. But I think people will remember after they've seen it a couple of times and gotten used to it.
  10. That icon would be nice to have on all silo maps indeed. When you haven't been keeping track of what's been happening at the silo you now need to either check your credit tick rate (but no telling if it's neutral or enemy when you have normal income speed), or go check at the silo itself. And the map looks nice btw!
  11. Yeah I saw that one too, wonder if it will be taken off Steam, or better, when. It would be strange if they would allow the use of that IP, which is actually active and making them tons of money at the moment, but not allow the use of the C&C IP.
  12. It's a miracle if it's dry for more than a week here.
  13. To get back on copyrighting certain game mechanics: http://www.gamasutra.com/view/news/273935/Texas_court_affirms_game_mechanics_not_protected_under_copyright_law.php Like I tought, as long as the mechanic is not called command & conquer mode it should be safe.
  14. It's not a restriction, just a system that suggests where to mine.
  15. http://renegade-x.com/forums/viewtopic.php?t=75969 Great minds think alike
  16. I think the main reason is because Nod has too many lone-wolfing SBH's who don't even communicate when there's 4 of them in the GDI base on walls just to name one example that i've seen too many times. There's usually more teamwork on GDI even without having to use the Survey tool to gather up a rush. And yeah the HoN and Airstrip are more vulnerable than the Barracks and WF when the buildings have ramps.
  17. Patrolling with an SBH is actually a really good strategy btw.
  18. Henk

    GDI vs Nod maps

    I'm wondering if we can get some stats on the maps, amount of times won per side in particular. When I was still fiddling with the leaderboards and the data was only from the then past 2/3 weeks, Nod had much more wins in total but I realised that was because Jeff was on Nod most of the games But if we'd measure a longer time frame the info is probably more reliable. Can't really relate to that Radeon, for as far as I've played games on it that scenario didn't happen a lot.
  19. Henk

    GDI vs Nod maps

    Actually here I think it's a Nod map. Arties are great here, better and cheaper than meds. Also WF is closer to the wall, which makes it an easier target than HoN (especially for outside c4 from balcony, this works suprisingly well on this map). And an early chem rush can be lethal, too. In the new version (ready to be sent in for the next game update) the WF is moved back a bit, so it's no longer possible to throw C4 from the balcony onto the WF. A bigger distance from the center building should also help defend against chem/flame rushes a bit, but not entirely. The other change is some cover in the tunnels (midway), don't know if that will balance out arties vs meds but I think it will be slightly easier to repair your tanks inside the tunnel.
  20. At the moment I have gun emplacements appearing near the capturable MCT when you capture it. Maybe it's better to put them on the balcony so you can shoot the field with them.. And yes maybe it's better to have neutral ones without an MCT (Haven't checked if neutral is possible yet). One downside with the ones I have appearing now is that if anyone stands on their spawn point you get a green Kismet warning in the upper left corner, after you give them room they still spawn, but it just looks a bit amateuristic. I could active a killing volume for .2 seconds and then spawn the gun emplacement, but that's not very user-friendly either. Maybe all of that will be solved if I just place (a) neutral emplacement(s).
  21. But it doesn't always work. Maybe there needs to be a specific amount of space on the side you want to exit, or else you exit on a different side?
  22. Yes there's Power Plants, I was thinking about powering base defenses (which i'll also need to add) if you control the dam, not sure. Maybe I'll have it enable a couple of small defenses instead of an Obelisk and AGT. Making units cost less was also an idea, but the Harvester is really safe and the tiberium field is 3 meters away from the refinery, so there's already a lot of money if you keep your refinery alive (similar to Islands' economy) My preference is an offensive advantage instead of defensive, because I don't want things to get too campy. Maybe i'll have it open up a new entrance-only path to the enemy base, something like a tunnel opening from inside the dam leading to the enemy base.
  23. Small update, haven't been doing a lot of work on the map because I've been busy. The energy wall doesn't stop Flamethrower, Chemtrooper and Officer projectiles, it changes the direction of the projectiles, weird.. So i've removed the energy wall and placed regular walls, the base entrances are now angled, you go around a corner to enter the enemy base. The repairpads need to be entirely scripted to stop them from giving you points. If anyone has suggestions for what to put in the dam/what to give the team when the control point is captured, tell me .
  24. I tought it was supposed to be that you leave the vehicle in the direction you're currently looking at. Leaving the vehicle in the direction you entered it is a bit weird..
  25. They have extremely good maneuverability and 1 extra dimension to move in, which makes it difficult to fight them. On some maps it's worse than others. Easiest is to limit the amount, or to not have them in that map, but it would be a shame if they would be removed from every map.
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