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Everything posted by roweboat
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what about EYES!?
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this is awesome =D
- 8 replies
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- epic units
- amored sydney
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There was once a map called Valley. It was infantry only. It wasnt very fun to be honest. I think eliminating vehicles from the renegade X battlefield removed a huge part of the game and a huge part of the excitement and fun
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We believe in you @Handepsilon you can do it!!
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REVERT TANK CAMERA VIEW PRE Patch 5.463
roweboat replied to roweboat's topic in Feedback & Bug Reports
Yes I just double checked and it is on all vehicles. -
I didn't see it in the patch notes, but I've noticed the tank 3rd person view has been zoomed in quite a bit. Personally I feel it's zoomed in too much, I've noticed its easier to run into walls now. Would reverting the camera view be considered? or allow for camera zoom options in the UI?
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Is the !noob command good for the RenX community?
roweboat replied to rocky44r's topic in Feedback & Bug Reports
ironically I think discussion of the !noob command (which realistically is really only used, in fact, ironically) is far more annoying than any use of !noob in-game. -
Random other idea. Albeit a bit more Tiberian Sun esq. What if you could buy a little drone or vehicle, it's sole purpose is to harvest tibeirum. Only the owner of the vehicle gives credits. It's half the cost of a harvester and gives half the credits when harvesting
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Another reason why I'm looking forward to Firestorm map design
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Put ceiling turrets on the barracks doors
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Yes AI pathing has to be built in using nodes, I don't know the details sorry.
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Put a GT up on the sniper perch =D
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Yeah with some TLC survival mode would be a great regular addition to help mix up gameplay modes. It's fun when played with like 6 - 10 people.
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Here's to another 5 =D
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I look forward to seeing the map played by everyone again
- 39 replies
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Because the new path is directly next to GDI weapons factory, but on Nod, the new path is near the HON
- 39 replies
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Excellent work!! Yes I've heard doors can be quite problematic =( I see that everything was well thought through. I can certainly appreciate all that!! @Luhrian @kira Just to be clear. My one concern is I think GDI tanks have quicker access to the field now than Nod tanks. But maybe this isn't a valid concern
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Yeah very cool ideas here! I think it has alot of potential However I feel it may need some work overall. The map needs alot of optimization. That or may simply be too big. I was frequently getting frame drops of 10 - 20 fps while in the field. One thing you may notice with many Renegade maps is that no area in a good map is without purpose. The map reminds me very much of a C&C RTS map, unfortunately those don't always translate well to Renegade. I did a quick edit on one of your screenshots (in paint lol) to give my take on some suggestions (I'm no expert so take it with a grain of salt lol) Gray: Rocks; Red: Lava; Orange: remove; white: Bridge Basically my ideas. On GDI side, move ref & Barracks closer to the rest of the base. move up the coast line to near behind Barracks. Remove path on Harvester route. on Nod side, swap air field & tower with power plant. bring lava inward, have bridge closer to Nod base (to be similar in proximity as is GDIs side) and bring rocks/ edge of the map in closer. Also to help with optimization, you can remove stuff that can't be seen from ground level, yes it looks very good! but hurts performance =(
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A few observations: I like the additional paths for vehicles and infantry. However, I would consider either moving Nod's path to the Airstrip side, or change Hon and Airstrip positions (either idea is work I know.) But currently GDI has huge advantage, and can even hit Hon with HMRLS for example. Good on changing the direction of the HON. It's difficult to balance vs the Barracks since it has multiple openings... I envisioned the teleporters slightly differently! (i imagined teleporters in each building with labels to other buildings) But I like your idea! a little teleporter building haha. cool. I wasn't able to test what would happen if a friendly unit opened the door with an enemy nearby. Would they be trapped inside!? D= Interesting to add the turret with the fort capture. I wonder how that will play out. Also noticed it casts a shadow into the tunnel below. I noticed 2 tech "wrenches" in the middle of the map, but could only find the Fort for capture? Did i miss something or forget something? I only remember 3 tech buildings originally but now see 4 icons on the map. I didn't spend much time trying to break the map. Best to get @limsup for that
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Ill check it out soon, I do like the use of lava! It's a great environmental hazard that doesn't get enough use also moved to WIP for you
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