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Everything posted by Henk
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Protip, put a mammoth, med and or flametank in your map right from the start, as a scale reference, and to see how long the drive is.
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In regards to sneaking in: Nod has 3 turrets, GDI has 2 guard towers. Nod's 2 front turrets are quite easy to hit with tanks, especially the one by HoN, a bit like on lakeside. There is enough cover, maybe even too much, to sneak to the airstrip, because the turret takes time to aim at you and shoot, and even then misses sometimes because of it's projectiles' speed, but it's also a good alarm system, if you hear the turret go off, go check it out. The 3rd turret is between the Refinery and PP, and you can run from the PP to the turret without getting hit, and then to the refinery, if you sprint the turret only has time to shoot at you once. Early infantry rushers might decide to go for the PP, you'll get shot 1 or 2 times depending on how quick you are. GDI's front guard tower is a bit more difficult to hit, because that one is very important for that side, it can serve as an sbh alarm, the downside is, it has line of sight towards both base entrances, and it takes time for it to turn it's gun around (and it can only shoot into 1 direction of course). Tried sneaking in multiple times with sbh, and it shot my armor and some of my health, pretty deadly, but from there you can get to the Ref frontdoor (harv docking side) and WF backdoor if you go around the corner quickly The second guard tower, by the PP, is more difficult to hit, it also has less eyes on the base, but I think i'm gonna make that one a bit less OP, because you can't even c4 it at the moment. Might swap it with the destroyed guard tower (see page 1). You can enter PP and Barracks when coming from the dam without getting completely destroyed by the guard towers. For vehicles there's now an extra path, see the top down shot, I think that will also help. But what I want is for rounds on this map to end in base destruction, also within AOW's time limit. I think players have enough different options now to destroy the enemy base.
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That's still going to take some time. Need to block stuff off, and make sure you can't get stuck or go outside of the map. But I also want to make it look more polished before I release a playable version. I also still need to make the capturable control point in Kismet, and add ladders, apples and camels.
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Thx for the comments. Here's a new update, yes again, I've been crunching Made a lot of changes to the style of the map, I think it looks way better now. Water will be added later.
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I shortly checked the map yesterday, only 10 minutes, couldn't find anything broken. One small thing was the LOD popping on the big trees, maybe you should force those to LOD1.
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One use for it would be to call in the meteor. But I don't know why a beam in the sky would make a meteor crash down
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Yes indeed, just follow some of Kenz's tutorials and some other online tutorials, and you can make a map exactly how you like it, it's not super difficult, it just takes time. Then you can make a map as big or crazy as you want. I think there's a lot of people that like huge maps so your time won't be wasted if you make one imo. You don't need to be a modeller, you can kit-bash the existing assets to make your own bunkers/structures/roads/cover and stuff.
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New update: Moved the dam into the level. The reflection on the water wrecked my framerate, needs optimizing, will probably only have water on the top to get better framerates. Or just make it only reflect the skybox. The biggest change is that I've made some big changes to the layout, there's an extra vehicle lane now, for more tactical options. Top-down: It may look a bit tight, but just check the flame tank and mammoth tank for reference, there's enough room there. The river will go under the silo and the landbridge. The smaller, wooden bridge just fits a mammoth, that one is kept small intentionally. Also made the map less foggy and less orange, and i'm also making some changes to the landscape material. Next steps are: - Smoothen the landscape - Trees - More rocks.. - Foliage (Grass, small bushes, pebbles) - Blocking stuff off
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possible to reskin so it can be launched on steam?
Henk replied to brucewilliskillus's topic in Renegade X
I don't think certain gameplay mechanics can really be patented or copyright protected in any way, or am I wrong? Games borrow/copy mechanics from other games for as long as they exist, I don't see how this mechanic couldn't be copied. But reskinning is too much work anyway, and I'm afraid the game would lose a lot of it's charm. But that depends on the creativity and Art Direction of those who would reskin it.. -
I'd love to be able to put text on screen that looks like the new Beacon Deployed/Disarmed/Building Destroyed messages via Kismet. That would really help situations like that. I think DeadlyWolf would also appreciate that for his Hourglass map.
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You need to capture the War Factory and then you can buy the ship
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Can you place the WF above the HoN so when vehicle roll out they fall down? And make the WF only reachable by ladder.
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I would like this. Sniper-Park and Sniper-VantagePoints can also be made into Deathmatch maps in 3 clicks by the way.
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Oh for the plurals, but still looks a bit weird, maybe it's better to use a different string if there's a plural, instead of using the (s) method. Oh I forgot, I think the endgame screen always says "By destroying the enemy base", If i remember correctly... don't know how easy it is to change that, but that's also one of those small cosmetic fixes that will make the game look more complete.
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Gun jamming still happens (had it with Sydney, miz.htt had it too), and I can still shoot myself in the back of the head with the grenade launcher in 3rd person view, haven't checked yet with McFarland. Will Lakeside and Whiteout be fixed so you can't get vehicles on infantry paths and over rocks leading into the enemy base? And you get damaged on Whiteout in the GDI base in a part where there's no water, near the outer guard tower, the landscape is a bit lower, you take damage in that low part and there's no water there, I've checked with the SDK. It must be set up in a way that you take damage if you're lower than a certain Z value right? Then heightening the terrain there for a bit should fix it. Some other small things that already existed: Invisible gun in first person view Floating arms in 3rd person view HUD not showing/updating correctly after getting out of a vehicle, gets set to normal when you change weapon. Spelling errors in spotting volumes and unit spotting (Patche, Artillerie are 2 of them) And a question: Why the abbreviations on unit spotting? For instance: why not write Stealth Tank instead of S.Tank? I think that will look better and will be easier to understand. Unless someone spots like 6 different unit types it won't clutter the chat area of the screen.
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yep. Still haven't found a good texture for that yet, and my Substance Designer is broken somehow. Oh and if anyone can get a bump map to work even mildly good, I'd love some help from them. Have attempted to make a bump map for several meshes multiple times now, but I can't get it to look the way it should. Have followed 3 or 4 tutorials so far.
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The vines and catwalks are from RenX, the dam and those rusty iron bars are modeled by me. I made that rebar texture on the wall by taking a rust texture and masking a grid on it in Photoshop + some bevel and drop shadow.
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I think it can be done by making a "vehicle" class (one that doesn't move, can't be entered and doesn't shoot). Haven't tried that before but that should work. If it's faction could be neutral so both teams can destroy it that would be best I think. I've had the idea for over a year, for the first map I sketched up, before Reservoir even
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Because you want to see it Not really how I want it to look yet but it's getting there:
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Or having to blow the tomb open with explosive weapons like c4, rocket launchers and grenades.
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Played it a few times on 20v20 now, end it ended really quick every time. I think it's because: - there's 2 vehicle paths (Mesa has that too but it has automated base defense, but adding automated base defense to this map is not necessarily the solution) - The building entrances are pretty close to the tomb exit, that makes (early) infantry rushes a bit easy, you don't see the infantry coming from far away, and they're inside the strip in seconds. Of course it's ok if a game ends quickly sometimes, but I don't really like it if it's over before it really starts every time.
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Yeah there's already vertex painted cracks on it, but they're very small and subtle, difficult to see on these screenshots, i'm gonna make the cracks better.
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Progress! Decided to make it more used, old, eroded and overgrown: I haven't added all the lights, lensflaers and particle effects to the dam, the light you see here is just placeholder: This is the top floor: The middle floor: Made it look like people broke it open to get to the middle faster, added some broken pipes and rubble. The middle floor is the part with the gun emplacement and MCT, it also has newer lamps in it than other floors and sandbag barricades. Lower floor, put some particle effects here: Both halves of the dam are now completely decorated, might put some more cover on the 1st and 3rd floor.
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Oh I did notice btw i'm on #13 on the official leaderboards, and #75 on my leaderboards, do the official leaderboards get their data from more/less servers or over a smaller amount of time, like only since 5.15? If it's since 5.15 I can understand my #13 position because I played a lot yesterday.
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I think this would be the best place to give feedback on the map, so fire away Marty11 asked for more sneaking options, I referred to this image, an extension to the original layout: And some (or a lot of?) people probably want a second vehicle route, not sure about that, or where I would even put it, ideas are welcome. The games I played on it yesterday ended in base destruction, GDI won 1, Nod won 1.