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Everything posted by Henk
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This comment on Youtube reflects my opinion. It's always a shame to see a game so far in development being cancelled. All that work for nothing. This was the only game I was really hyped for back then, I rarely get hyped for any game, and then the cancellation happened.. Same happened to Generals 2, that could've been a cool game, I liked how there was a European army.
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Ok edit: the tiberium cave needs bigger and more noticeable crystals
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I think the color palette could use some variation, and more saturation. The brightness of the map looks good, but it could use a bit more contrast between grass/sand/rock/sky. And the tiberium cave needs crystals.
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^ Mass Effect
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Could it also be possible to show different map vote options based on how many players are connected to the server? The server owners should ofcourse be able to enable or disable this themselves. But on low-pop hours it would be nice to play maps that are more suited for low player counts. low pop (think 14 or less) is simply not doable on most maps, it makes a lot of people quit when there's not enough players until there's nobody left. However Deck, Valley, Sand, Snow (somewhat) work well on these low player counts. Maybe we can add some more deathmatch maps like DM-Complex. Set a points goal like @Madkill40 mentioned here: https://renegade-x.com/forums/topic/75307-new-mode-cc-infantry-only-mode/ So these rounds probably won't take more than 15 minutes, if by the end of that round the player count has reached > 20, then only show normal/C&C mode maps. And when it's below a certain value you can show these infantry only/DM/small maps, alongside the regular maps, or just those. PS: Sorry for going off-topic, maybe we should continue this in Madkills topic: https://renegade-x.com/forums/topic/75307-new-mode-cc-infantry-only-mode/
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[CMG] Custom Map Game - Supporting new map releases!
Henk replied to Madkill40's topic in Renegade X
I'm an hour late. -
The point to me is that the amount of time you are being airstriked/suppressed by airstrikes should be decreased, and by increasing the cooldown but extending the duration it'll be roughly any different than it is now.
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What could help, I think, is having a secondary objective that can help the losing team make a comeback. And I'm trying to think of something that can be of more benefit to a losing team than the winning one. Maybe have things like capturable Power Plants, Silos, infantry production and vehicle production (let's call it Reinforcement Bay for now) structures, that just function roughly the same as having the real thing, except that you can only buy tanks at the vehicle produc So if you for instance have that Reinforcement Bay, but you still have your Weapons Factory, there's no real win except that you get to spawn the tank in the middle/ sidepath of the map (production could be slower and the positioning will likely be more vulnerable to counter this). However it is a very useful structure for the team without their Airstrip or WF. Give it PT's, but don't let players spawn in it (don't think it's even possible to switch spawn points dynamically). Could also just have them airdrop in your own base, and call it a Tech Center instead of a Reinforcement Bay. Next, the Silo (or another structure providing the team credits, CNC3 Tiberium Spike would be cool): Do you have a Refinery? > credit tick rate from this structure = 1. Don't Have a Refinery? > credit tick rate from this structure = 3. Capturable Power Plant: 5-15% discount if you have a PP, regular prices when you don't have a PP. Also re-enables base defenses. Infantry structure: I think it's best to only make this give access to Tier 2 characters, no Adv. Engineers. Not sure if you'd actually have to go to this structure to switch to one of those characters, or if it would be enabled at all PT's. Of course this is all very ambitious, but we could try how well it works with just the Vehicle production and/or the money strucure, on an existing or a new map. I want them to be side objectives, capturable structures, because I want players to have to actively do something to get it, and also a possibility of being denied of it by the enemy. I don't think you should just give the player access to Tier 2 characters when they've lost their Barracks. Of course it's nice to still have those characters available, but come on, the enemy team destroyed that building, fair and square. And I think this of anything too powerful being still available after destruction I'm very happy with the way it is now by the way, lower credit tick rate, the amount of price increase, and the Tier 1 stuff being available, it's not too much imo.
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Twice as long is twice as strong.
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I get this too when I play on too high settings for my laptop to handle properly.
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This might be helpful:
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No grenade. the other 1k's have smoke and EMP.
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I don't think the size of the image (the dimensions) matter. Just as long as it doesn't exceed the given filesize. I've just tried with a 284kb image with a width and height of 4096px and it didn't give any problems.
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Since it's before the PUG I can actually make it most days, unlike the PUG itself. I can most likely make it the 5th, 12th and 19th. On the 26th I have beer plans.
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I like knowing what I'm facing when I see the classname of the enemy.
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And I rarely see people get mad when they get killed by a class other than a sniper.
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I thnk he means tomb, the crate on top of the silo can spawn vehicles (checked most recent version in editor)
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Yeah pre-PUG would be nice, have 1 map to test, and have the version that needs to be tested be downloadable the whole week, so everybody gets the chance to download it. No new versions once every 2 days please.. Maybe then we can have good gameplay tests, with something like a 10 vs 10. 15 minute round of exploring the map, getting to know the layout, followed by a serious match. @DarkSn4ke & Try-Out are doing an excellent job finding bugs on the try-out server, i'm very grateful for that. But yeah bigger games to actually see how the games will play out on the map would be nice too.
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There's times of day when there's nobody playing, but during evenings (european time) there's almost always one (near) full server you can join. At the moment there's 67 people playing, when I was playing yesterday I Alt+Tabbed to check and there were more than 100 people playing in total. I think it's doing better than 6 months ago.
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The lower part near the dam is blocked to vehicles. And making that infantry path i suggest a vehicle path would be a really weird and steep vehicle path. The new infantry path doesn't have to be a ledge, I didn't show the elevation/height of the path (because it's top down ) but it can be steep at first, so a ledge near the Barracks/hon, without any elevated overview of the vehicle field. and then a short canyon into the field. For changes to the vehicle entrance i'll need to check inside the editor, for lines of sight for Arties and Rocket Soldiers.
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If it's exit only, it won't be an extra path to cover. And I can position the rocks in a way that enemy tanks won't be able to hit HoN or Barracks through that new opening.
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So far I can only think of increase in numbers (credit gain, discounts, faster production), I'd like to see a more meaningful addition than just a numbers game. The thing is that the Adv. PP doesn't really have a meaningful function in the RTS game as well, also just the numbers game of giving more electricity to your base than a regular PP does. I always kept the Advanced PP in mind for when I would make a map that has 2 Obelisks and 2 AGTs (but 1 regular PP can power an infinite amount of base defenses in Renegade X..), or enabling an energy wall as an extra defense. Also keep in mind that you're creating a bigger target for the enemy to hit with that extra tower.
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The harvester dump will be lowered to 150 or 200. Not having access to this huge amount of credits will influence the dynamics of the gameplay heavily, now it's nearly as if you have access to unlimited airstrikes, mammoth tanks and 1k infantry, so keep in mind that with less money to go around a lot will change already. Changing both the economy and adding another vehicle entrance might create more problems than it fixes. The narrow, outer vehicle route is usually less crowded and is the better option for suprirse vehicle rushes. I know it leads to the same entrance as the main path, but the enemy has less eyes on that path, and it's harder to take out the tanks before they arrive at the base entrance. The base defenses are staying in, not every match is a 20 vs 20 with multiple dedicated defenders. And even on a 25 vs 25 (pub) game people were able to destroy the back GTs with some teamwork (the nod one without being noticed even). They give teams an extra layer of defense, but they're easy enough to destroy. Once they are down it is very easy to get to the refineries. When you notice the backside GT is down, you'll need to keep an extra eye on your refinery. Medical Center instead of silo: yes, probably a good idea. Medical Center wasn't around when I started on this map. The biggest change I'm considering is adding another infantry path, like these white lines: Not sure if I will make it an exit only (like a ledge you drop down from), or a 2 way path. A 2 way path will make it too easy for infantry on the dominant team to get in (if you control the dam and the front of the base there's a lot of entrances), what I want to fix is having more, safer ways out of your base. From these paths you can either attack sieging tanks from behind/flank, or go to the dam and reach the MCT and balcony without getting sniped as easily as on the top of the dam. So most likely it'll be an exit only. If anyone wants to sketch out new ideas, here's a blank version of the overview map: http://i.imgur.com/0ZP6cZM.jpg So no extra vehicle path or removal of rocks making it easier to siege the base, let's first see what a huge change to the economy does.