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TK0104

Totem Arts Staff
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    2004
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Everything posted by TK0104

  1. @YagiHigeWell the Mammoth is too bloody big. I like it as infantry path. this allows sneaky people to sneak
  2. @DarkSn4keWell the thing is. The vehicles are too big these days I did kept it for vehicles too but I noticed that meds, stanks, artys are a different scale than in the original Renegade
  3. @HenkLol
  4. Yo, So I've saw a lot of bugs in CNC-City Flying in the past. And I realized that this map is not that good for aircraft vehicles because of the amount of space in the map. Like on walls you can fly over the plateau while you can't do that in City. Also a lot of bugs appeared with the aircraft enabled (like you can get out of the map; you can repair your vehicle behind the wall. I think the map will be much more fun with apc rushes, med rushes. And I think this map will get the same tactic on PUG walls: Apaches + SBHnuke. Of course there is auto-base defence, but when PP or AGT/Obby is destroyed....your team is doomed as what! Let me know your thoughts about it in the Poll and comments. Comments help me too of course
  5. TK0104

    [Map] CNC-Tunnels

    @Madkill not sure
  6. TK0104

    [Map] CNC-Tunnels

    I think the main problem is the vehicle price of the buggy. buggys are 300 while humvees are 350. Because buggys are cheaper Nod is able to vehicle rush earlier than GDI. This is what I think
  7. I don't think it will be. The devs will keep it just C&C mode of RenX. They only have some TS features in game. atm only vehicle crates but I think an infantry crate will be added to the game because they added weapon meshes to the SDK
  8. The last games were sh*t to me. I didn't care anymore at Tunnels
  9. @Ruud033ty
  10. @DarkSn4keYeah since the 5.2 SDK it's possible to edit range of AGT / Obby.
  11. TK0104

    [Map] CNC-Tunnels

    Yeah, actually you're right. You have to blame bloody campers. Maybe this will stop the camping
  12. Here's my feedback: Good work on the map. I like how it is done and it's new features Some things you can/need to change/fix: - Fix the lighting. It's at the moment very crappy because you didn't use lightmass. Ask DoctorAnubis or someone else to do lighting build but I suggest always using lightmass - Reduce Obelisk / AGT firing range. Vehicles have no chance of getting on the hill without getting shot. - The weather is too dark and you can't really see much from a distance. - Remove the sniper pick-ups. These will cause OP on infantry and SBH sniping - Add more lights to the bases. It is quite dark - Remove TS/RA Vehicles in the bases. This will be the primary objective of this map every time and they don't care about the Uplink or Silo anymore - Change the marked area with a different material. The current material is supposed to be used for those GDI/Nod wall. You can't use them, they don't fit at all. We have plenty of other materials that fit for it. Just type "Floor" and you get many materials that fit. If the scale is too big, just copy it over to your package and edit the scale. Easy as what: (Same goes for Nod Base of course) - The sand of the landscape/terrain is not good at all. It looks like it is daytime when you can see it. I suggest you make it darker by editing the material of course. - The tree leaf material is too shiny. Make it darker so it looks like you're in a night time map Just these things and the map is prettier
  13. TK0104

    [Map] CNC-Tunnels

    I love those shrooms. Maybe you need to make an extra tunnel to the ref so sneaking is still possible. This map is quite big and I noticed that sneaking is quite hard with those base campers...
  14. VERSION 2.1 IS ONLINE -----------------> CHECK DOWNLOAD SECTION FOR FULL CHANGELIST AND FILE
  15. @QuincyI recorded all matches from PUG last Saturday and Sunday
  16. @DarkSn4keWill check it out what's going on asap I think it would be a good idea if I add a communication Center to the map if I can find a good spot to place it
  17. I can build lights for you
  18. Renegade X - PUG October 8th 2016 Round 1: Complex Round 2: Walls Round 3: Whiteout
  19. All matches of PUG (October 8th) will be online today because I'm coming week in London with my school so I can't upload till Friday.
  20. @dr.schrottThose walls and tunnel exits are BSP made so they could mess it up. OR not much people have problems with this bug (I never had because I don't put myself against that wall to hide from Nod )
  21. So what's PUG going to look like? Are we going to test more finished maps or are we going to play the standard maps again?
  22. TK0104

    Mutator help

    @Ruud033You're absolutely right sir But I had more ideas like the Armoury Tech Building. All infantry own their Primary Weapon, Silenced Pistol and Time C4 (Not for Engi and Tech/Hottie) (Like how it originally was). When captured, you can buy Grenades, AT-Mines, EMP Grenade and Smoke Grenade. This is an advantage for infantry. But this needs help for it of course
  23. Well If we ever do a shaft rush......I'll pass
  24. @DoctorAnubisREMOVE THE SCARY THING IN THE VENTILATION SHAFT. I ALMOST DIED OF A HEART ATTACK!!! It's not good, it really isn't
  25. TK0104

    Mutator help

    Well I will figure something out I had an idea how to load the mutator. How about making a placeable actor what can load a mutator inside the level. class Mutators extends actor; placeable; defaultproperties { } class Horologe extends Mutators; placeable; function PostBeginPlay() { WorldInfo.Game.AddMutator("RX_Horologe.Rx_PurchaseSystem_Alt", false); } defaultproperties { StaticMesh = StaticMesh'EngineMeshes.Cube' End Object } Now I already know I'm doing something wrong because when I try to build scripts I got the error: E:\Renegade X\Renegade X - SDK\Development\Src\RX_Horologe\Classes\Mutators.uc(2) : Error, Unexpected 'placeable' OR E:\Renegade X\Renegade X - SDK\Development\Src\RX_Horologe\Classes\Mutators.uc(2) : Error, Unexpected 'abstract' OR E:\Renegade X\Renegade X - SDK\Development\Src\RX_Horologe\Classes\Horologe.uc(2) : Error, Unexpected 'placeable'
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