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roweboat

Totem Arts Staff
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Everything posted by roweboat

  1. Make City_Flying in a post-apocalyptic setting after a nuclear war. Ice age. Then it's almost like glacier too. everyone wins.
  2. Glad to see some much requested improvements with this patch!!! =D
  3. looks promising! always great to see new maps in development.
  4. I agree, esp since it's only been happening since beta 5.1 I'm not sure which is worse, the UDK crashes of Beta 2 or this XD. I think this because it happens in game. at least with the UDK crashes of Beta 2, it was only after the match finished.
  5. @yosh56 tried editing my page file maximum up to 10 gigs, still caused out of memory error on Outposts. I'll try 20 gigs next ...
  6. I have this problem frequently, since Beta 5.1 I think? only see the out of memory crashes on 32-bit version. Win 10, gtx 1080 gpu, amd fx9370 cpu. I've found it can happen on any map, but biggest culprits are Outposts & Sunrise. But ive had it happen sometimes on Tomb, Field, Field X & Walls Would sending logs help? 64-bit version gives me its own problems. Game hangs 95% of the time when I access the PT menu.
  7. Snow makes for a surprisingly good race track XD
  8. Personally I like the higher starting credits. I remember a few years back, when CT & EKT both (nearly) full servers most of the time, it was nice being able to switch between the 0 starting credits and 300 credits (EKT always favored higher starting credits), because the strategies change quite a bit.
  9. The question is how similar could the game be without being considered as infringement? I have been thinking this is really the only path to actually expand the game.
  10. I feel this should be implemented before any other changes are made.
  11. very true @DarkSn4ke . It's difficult to find a balance that is equal, yet different.
  12. I wonder if simply increasing the choke points into GDI's base might make the difference the map needs?
  13. -Decrease max player count between 45 - 32 -lobby / chat in-game or in launcher. minimum I think it would be greatly beneficial to see how many players are in the game / launcher so e.g. I enter an empty server I can expect to only have to wait x # of minutes until others join. Or if the top server is full, how many others could be looking to jump into another server right away (basic psychology, if its empty others won't join, but if 1 or 2 are in, the chances of others joining goes way up.)
  14. fair enough!! simple limits on team swapping might be the best option
  15. I don't remember which game did /does active shuffling (an EA title I'm sure), based on player count, team score, personal score etc. during an active match of whatever game it was, I remember players being auto-swapped to even out teams actively throughout the match. It did get a bit disorienting at times, but to the health of the game and the match, it always kept things as even as possible. point is, dynamic auto swapping isn't an untested idea and could work. although I'm sure many here would be against something like this.
  16. For the record, I don't think you'd feel very chill after breathing Tiberium.
  17. One suggestion I liked, was to give buildings a defense buff. What if the defense buff was changed completely? To no longer affect units, but only work on a chosen building for the same duration as it does now? To me personally, I like the commander mod options, but I feel the defensive buff is one of the more useless options. Maybe I haven't seen it utilized well enough, but it doesn't feel nearly as useful as the offensive buff, apart from it being cheaper.
  18. yeah now that I thought about it more, it probably wouldn't make a difference if everyone always saw all ranks all the time. since they are already shown next to a players name when you see them.
  19. Maybe it should only show your team's rank? Either way, this looks awesome!! =D
  20. I guess the question is, what's easier. Building a new map built around a very small play count? Or to impliment a smaller play space on existing maps
  21. ala Battlefield maps? they increase /decrease the map boundaries depending on player count. Yes that's been discussed. I think it was just a matter of logistically it maybe wasn't that easy to implement?
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