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Posts posted by roweboat
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11 hours ago, Atomsk said:
What's everyone's strategy on GT/Turret placement? I usually put GT's around bar and turrets away from bar.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
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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
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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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59 minutes ago, RypeL said:
It was exiting you to the same side till about a year or so ago. I changed it to opposite side exactly for this reason as to make it easier and saver to jump out for repairs in battle. It might be annoying when you are somewhere safe, but it seemed more annoying to first have to run arround your tank to get in cover before you can safely start repairing.
That change was very welcome, because before then, It seemed random as to where you would exit the vehicle. Sometimes you still can't get out where you want to, but like 90% is better than it was before.
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coming along very nicely!!!
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On 8/2/2020 at 5:07 AM, DugeHick said:
Also I think we're overlooking one huge thing here why people don't want to command:
The excruciating experience of having to preface every TeamSay with /C or /R, and to have to SetBind to repeat messages.
And if you accidentally press T instead of Y? Then your rush is as dead as it can be. Now thàt, is stressful to the brain.So I'd say: let's see what happens if we put "TeamSay /C ..." on key I and "TeamSay /R ..." on key O.
And then if you press key P it will repeat your last /R message.I tried this already with keybinds, but the chat input boxes are currently coded in such a way that you can't do that.
actually with chatboxes open (same for terminal menu) you can simply hit the UP arrow on the keyboard to scroll through previous messages.
I'm forgetting when and how I discovered this, or if someone told me awhile ago. but as a commander, its EXTREMELY useful.
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Basically I feel, just keep it. Removing it would cause more grief than just leaving it be.
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4 hours ago, Quinc3y said:
I have similar feelings. The gameplay in NvN is definately more stale - although I am not 100% sure why.
I think it can be a good novelty to play NvN every now and then (say, once a week or a month), especially in a competitive environment like PUG. But playing it every 3 or so maps on a public server is far too much. Like people said here, there are too many players just fooling around with recon bikes / SBHs and too many newbies not knowing what to do and who to shoot at. Plus, reading teamchat in blue Nod is really hard, which for me is a big issue as it hampers teamwork on public servers.
seeing BH units on mini map is very difficult as well
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I feel very much the same way. At first I was very much interested in the IDEA of nod v nod, however, I think in practice it just becomes too confusing.
A nuke beacon goes off and its hard to discern immediately, is it friendly or enemy? Many of the similar voice clips also add to this confusion.
Also I think the inclusion of bikes and m2s adds too much chaos. The bikes are too fast, the learning curve for learning to drive them is very high. And m2s are too powerful, they lead to frequent stalemate matches.
Also, I think maps need to be built from the ground up for nod v nod. Using existing maps for testing is great, but for example, Lakeside BH, the obelisk is a ridiculously hard target to take down and not always in a fun way.
Again too I know alot of hard work was put it and it shows, for what it is, it looks great. But I'm not sure if its quite ready for prime time yet still.
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I'd be okay with it being bound to the team for the default time as when vehicles are bought.
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14 hours ago, Xtractor said:
LOL this was moments after I joined the match and I was like... oh what a mess XD
I was still going to attempt to win though. We failed XD
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4 hours ago, Nyxblow said:
I support this, hearing the sound effect is very useful, it makes me move around more when repairing, and makes me more careful as infantry.
Only thing I would change is the sound effect itself, I think it is not on the high-quality level the game has overall. It could be more modern or subtle.
It feels "off" compared to other sound effects in the game coming from infantry weapons.
my thoughts exactly
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1) Walls
2) Reservoir
3) Eyes
4) Lakeside
5) Xmountain
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Typical GDI scum tactics.
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I guess I was just "looking" for it, because of the new update with characters following the cursor
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At least it's not Permachute
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only played one round (which lasted about 3 hours NvN)
noticed 2 things.
Somehow SBH was stuck looking half stealth ed. while firing, half stealth disappeared but when standing still, character looked as shown. (1st person showed normal skin) Couldn't confirm if others saw or was just client side.
2nd after spawning as new Flame thrower infantry, his head was stuck tilted towards the sky, until I fired flame thrower, then he readjusted.
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Yay my idea from like 5 years ago came true 🤣
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CNC-Kilauea
in Works In Progress
Posted
Yes AI pathing has to be built in using nodes, I don't know the details sorry.