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Everything posted by Henk
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1 less timed C4 would be a good start. Why would a defensive unit, or any unit really, have 2.
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I made a Tiberian Dawn one as soon as the SDK came out, but didn't really have an idea about what it would do, especially on a map without advanced base defenses.
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Cool to see Tunnels in Episode 4. Awesome Tech vs Hotwire fight, I like that you can see a medium tank inside one of the muzzle flashes of the Heavy Pistol.
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I agree that it's very lame to lose a building to a Tech/Hotwire, this is partly due to how mines work but also the classes could use a nerf indeed. A simple increase in price won't cut it, and would extend the time that early rushes are possible,
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But what would the scrin be doing on land in the first tiberium war? I can understand a Scrin surveillance ship crashing down (or flying by) because of malfunctions or being shot down or hit by a meteorite. But actual ground activity from Scrin happened in the 3rd Tiberium War. Kind of a nerdy comment I know But things in your levels should make sense in my opinion, it should have a story, some kind of reason for being there.
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Snow is a year older than Tunnels
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Does it happen on any particular map(s), or on all maps you've tried?
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I use 3DS max 2015.
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Enemy spotted! near Edit: To clarfiy, this is what it shows when there are not spotting nodes/volumes. Maybe it would be better to leave out the "near" when a spotting node isn't found @yosh56
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Set collision to BlockWeapons if you don't want projectiles to pass through it.
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You can use the repair pad I made, it just needs to be scripted. The Kismet version gave you points just for sitting on it with a tank, and wasn't destructable. If anyone wants to script it, the package is available.
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Agreed, even better if the PUG players have all played the map a couple of times before. And by the way, the amount of time I saw Stealth Tanks cirectly behind the GDI Ref (checked on the map) without them being detected was huge. GDI should have had a patrolling APC since their GT was down.
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Played a good game on it yesterday, full server, 40 minutes, both factions 2 buildings down, but Nod dominance most of the time, we (Nod) eventually won by multiple nukes and lots of airdropped APCs. A lot of people said they liked it, some people on GDI didn't and said it was a total Nod map, but I'm not so sure about that when it took us 40 minutes and it was pretty even for a long time.. I think having played 1 game on the losing side is not enough experience to get a definitive opinion on the map. Only thing is maybe the front base entrances being a bit too wide making it very easy for Stanks to move in, but you do need to kill the GT before being sneaky with a stank becomes effective, and the GT is pretty safe from being sieged. Some said the openness gives stealth an advantage, but it also gives GDI's heavy armour tanks, and the long range Gunner a good advantage, Patch too to some extent. So conclusion, I don't know for sure yet, it's difficult and there's many different aspects, and you can never draw conclusions from just 1 game.
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Feedback & Opinions on the map anyone?
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That explains something. You were on my team today not yesterday
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Noticed only 1 techie there at one point and I was dropping LCGs there as much as i could (not as often as i'd wanted, kept getting overrun by orcas and stuff).
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What we needed on Walls was a technician positioned next to poi (the ledge of the big rock), repairing apaches so we could take the top. Tried to explain but there was too much going on. Todays PUG was good, the Crash Site round, exciting until the end and well balanced teams.
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some things I see form the screenshots: Texture scale on the river is too big. The trees have too many different colors, I think all trees have a color parameter in their Material Instances so you can easily change that (create copies of them to your package and assign those to the trees). The pipeline needs a forced LOD model of 0, so it keeps looking smooth instead of 6-sided.
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Renegade X's C&C mode is unique, most tutorials about designing for FPS are just for classic, well-known game modes like Team Deathmatch, CTF, Domination etc. But you can definitely learn from those tutorials (or for at least sections of your map). Renegade X maps are a lot more complex than most multiplayer shooter levels, as in, there's a lot of things to keep in mind compared to a Unreal or CoD. I learned a lot from World of Level Design. And also looking at and disecting the existing renegade (X) maps. Looking at what popular maps do right vs less popular maps. I saw renegade maps described as alphabet letters somewhere and it was a pretty interesting way to look at maps, and an interesting starting point when you design your level, this is mostly about the vehicle paths. C, V, A, W (Under, Field & Reservoir for example) S/Z (I know there was a custom in original Renegade that had this, and Snow is this if the horizontal stripes are bases), O (Mesa and Tomb for example), H (Walls & Whiteout kind of, with the bases being the long sides). This is a very abstract way to look at it but it might help. There's also maps that have other shapes than alphabet letters so don't just stick to that system You should always sketch out your maps like Ruud said, on Tunnels I took it a step further and made the basic layout in 3ds max, just by using simple cubes and cylinders, no need for modelling skills (Make one half, and then mirror it), then importing that to UDK and placing it on a terrain, and made sure the structures fit into the bases of course. That way you can walk around in your map and see the scale of everything, measure how long it takes to get from point A to B. This is better than working with BSP (if it's just for scale) because it's easy to scale, less chance to get crashes, no need to build geometry after every change, just quicker. What I did then was make one half of the map, very far to completion, including those tedious path nodes. Then copy everything over to the other side that wasn't unique to the faction. And then add some more details and variations to make it look less mirrored. Saves time, and is more symmetrical.
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Only making money by killing stuff. Maybe keep the harvesters in if it's difficult to get rid of them, but make the drop only 250 and no credit tick.
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Does pressing F work to turn off the fog?
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ah how lovely, you even made GIFs But the problem is solved now, hold on to that version if you still want the vehicle breakdancing. Organize tournaments about who can make the sickest jumps and stuff.
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Nice. Looks like a C&C 3 Red Zone. Does the ship fly in/by with a matinee at some point? You can also do it during the end game cam so everyone sees it (with the scoreboard on top, but still). And how many polys are you using for that tree? I think it's possible to go really crazy with materials and have a tiberium tree (1 mesh) that looks like it's pumping out tiberium fumes. So not with animations but just with material functions. But not sure..
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You were asking me about the map I've fixed the vehicle breakdance this afternoon. I'll fix the other things tomorrow, busy with school stuff now. And maybe you will have found more bugs by then.