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TK0104

Totem Arts Staff
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    2004
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Everything posted by TK0104

  1. You could just make him less powerfull. And is blue Tib rifle not too strong?
  2. Why they are so negative about those weapons. They were awesome
  3. I have some ideas for TrainingYard - Replace Turrets with GT's for better defence (I edit the teamnumber with Kismet) - Remove 1 tiberium field and make of that area an infantry path to the silo - Silo will give the team access to Tiberium Weapons once again (Tiberium Auto-Rifle (Green) and Tiberium Flechette Rifle)
  4. I agree on this, Thommy, I think you're doing great work but most of the maps you've made until now are missing that final touch. Maybe if you give more time and attention to smoothing and polishing the maps they'll be better of quality. Try to finish Tomb and Uphill first.. then start thinking of other maps, meanwhile also try to improve TrainingYard please, take critisism from the public to adjust the gameplay and the basic geometry. (for example; I have heard CS plays like shit, so I've tweaked the whole map in order for it to play better) It just takes time.. See this useful PDF for the basics of gameplay design; http://sassybot.com/resources/presentat ... Design.pdf Maybe you can learn something from it I think you have the basics but again, I think you need that polishing touch on your maps. Okay thanks for advice NOTE: Uphill is not on the map rotation so I don't know any bugs that needs to be fixed
  5. Fine tell me which I need to fix. I've updated ALL my maps recently. This map will takes my ideas of CNC-Meteor. I am not want to steal your ideas of BeachHead and that's why I don't see any point to finish it. I have also some maps that I created, but I lost the files so some maps are not going to be finished at all
  6. Yo, So now I'm done with all my maps, I couldn't stop with map-making so I decided to search through C&C games and find a good idea. I found a great idea when I looked at a Command & Conquer Renegade 2 screenshot. It was a screenshot of C&C Renegade 2 beta footage at Marin Headlands. I looked at the screenshot and started to make a map based on the screenshot (details of it will return in map, not the lay-out) Screenshots of orginal C&C Renegade 2 map: What I have now so far: (NOTE: this is just a basic lay-out) Well that's it for now, cheers
  7. He said it was a real impossible thing to do with those assets
  8. I didn't block it off . Haven't tested yet which vehicles can fit through there
  9. CNC-Tomb Release V1.31 - Updated Rock material - There was a bug where you could go with a medium tank in barracks sandbags, but I tried it and had no luck https://drive.google.com/file/d/0B2ze9D ... sp=sharing
  10. Yeah this is just my version (the shitty one ). Anyone who wants to model a good looking overpass, just PM me. I'm a bad modeler
  11. Haha nice one with McFarland at the cocktail bar (Put collision on him btw) NOTE: I noticed that you don't have any physical materials used for the landscape. Please do that cause it's so annoying
  12. To edit the skirmish settings, you need to go to the .ini file of the map (your RenX directory/UDKGame/Config) and there you find all .ini files for the maps NOTE: There is a problem with these files ATM because the skirmish settings are not in the .ini files for some maps Copy and paste this in the map .ini file ;Skirmish Settings LastGDIBotItemPosition=3, LastGDITacticStyleItemPosition=0 GDIAttackingValue=75 GDIBotValue=8 LastNodBotItemPosition=3 LastNodTacticStyleItemPosition=0 NodAttackingValue=75 NodBotValue=8 LastStartingTeamItemPosition=2 StartingCreditsValue=150 LastTimeLimitItemPosition=6 LastMineLimitItemPosition=2 LastVehicleLimitItemPosition=0 bFriendlyFire=false bCanRepairBuildings=false bBaseDestruction=false bEndGamePedistal=false bTimeLimitExpiry=false
  13. UPDATE I I've been doing some funky stuff and finished the overpass by myself Check it out: To Do - Edit the landscape - Adding some more cover (destoyed vehicles) - Giving more distance to the buildings (There is now the 2 building with 1 ion/nuke bug) - Background - Volumes ( ) - Paths ( Boring ) - Deco in tunnels / edit lights in tunnels UPDATE II I've been working on the background and had the idea how to block of the non-accessable areas I used the brush and created an energy shield. For the background I copied from Whiteout the container storage buildings and the tesla coil look-a-like
  14. Hmmmm. Will take a look at it ASAP Maybe something wrong with Vehicle blocking volume. I thought this bug was gone after the first test of Tomb
  15. Yes a beta 5.17 can we use now. I've seen enough of 5.16
  16. I also noticed these bugs. When someone is afk it happens too
  17. Yes I agree Patch is too fast. You can run with him easy to the Obelisk on Field and he won't charge You can't snipe patches and are hard to kill
  18. Yeah before it started (during ion/nuke party) we wanted everyone to get nukes or ions and meet up. Some people didn't listen and went sniping or calling airstrikes.
  19. Well you got to show me how because this would be helpfull to convert the original models to the right size. If I import a original model, it always is very small and I think this is the reason why the colission of the Tomb is so bad.
  20. I prefer to load the map in skirmish. If I'm right compiling the map will go faster
  21. I noticed that some preview videos don't work. Like at Field Day the launcher shows the Default Video while there is a Field Day preview video in the files.
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