Jump to content

Madkill40

Phase 5 Beta Testers
  • Posts

    2179
  • Joined

  • Last visited

Everything posted by Madkill40

  1. I have gotten this as well and I have no idea what causes it.
  2. The team knowing one of their teammates vehicles was stolen? Yes, absolutely. Knowing which specific vehicle the enemy team has taken? No, unnecessary. Heck, go the extra mile and if a player has their vehicle stolen 2 or more times in one match they should get a timed penalty placed on their next vehicle purchase.
  3. I would love to but I think I might be busy Sunday evening, so Monday might be better. Rehearsing all week for Twelfth Night and performing this Weekend so I am preoccupied.
  4. Give us a gallery, prostitute your works for free you saucy minx.
  5. Unless the Nod team plays really, really poor I rarely see GDI kill the Nod harvester on Tomb, it seems to me that in a lot of cases it is just easier for GDI to defend their harvester from destruction than it is to kill Nod's harvester. It'd be interesting to see the Med tank price reduced by 50 credits and/or Flame tanks price increased by 50 credits.
  6. Yeah if you're doing an actual course which is part of the teaching process to get you in the mind for always looking to improve your work, alternatively if you have a piece of shit asshat who couldn't do half the work the model artist does themselves who they themselves is working off a set of guidelines handed down from someone above who knows less about game design than either of the people below. But generally with artistic work the artist should always be thinking about ways they can keep improving, thinking about those little details that make each and every model created unique, the only time this is not the case is when everything needs to look the same, to look pristine. A good example of both pristine and unique models would be the work done in the Portal games, at the beginning you have brand spanking new pieces of wall, floor, doorways etc. which all look the same as is the design, but then when you escape the pristine limits of GLaDOS's rooms and you reach the older areas this is where the uniqueness meets the artistic design of the models as numerous pieces have their own degree of aging (scratches, scrapes, overgrowth etc.) which is where the observer (player) can start to feel a sense of story behind the items either individually or as a collective. All of which comes with constantly improving with the finer details which in turn make each model unique. So with Thommy's columns ideally you'd have 10 - 20 each showing their age, but the original first and most 'pristine' one would likely require chisel marks and/or indents to make the model seem more realistic before the initial texture is applied, which can only be gained with practice and going back asking yourself "What else can be done?" As for the OP, this is a very good start so nice work Thommy, I think you've got a good eye for modelling.
  7. Every map would need special attention for possible 'stuck' spots for the special kind of Jump Jet Troopers.
  8. A nice straight forward video that displays the basic usage of mines which is acceptable for any new player, good job, Thommy. Any further input regarding creative tactical mining comes with experience to be fair.
  9. Perhaps the latest versions (March?) could be uploaded to update the ones on the forum here? (As only the Feb Team Silos exist) @TK0104?
  10. I was informed the Team Silos were part of the game.
  11. But it does exist, that's how players can use the map through the Skirmish menu if they wanted to?
  12. Play of the game ^
  13. Map updated to v0.8, unless more blocking volume work needs doing, I won't make another release until a substantial change to the map (i.e. Completed ToDo list) @Fffreak9999 feel free to put the latest and most playable version onto the Test server. (i.e. v0.8)
  14. Updated v0.8 Changes: Converted Tib Damage volumes into Blocking volumes which should reduce the amount of loose chems. Also removed the very minor tib damage volumes towards the back of the Team Silos, as Chems could just camp those parts with no issue. (seeing as how a certain checkbox in Tib_Dmg volumes did not cause damage to chems and I don't want to have to kismet chems to die from tiberium exposure in specific areas) Blocking volumes added to areas reported where a person should not be. Removed Team_Silo files as they are not needed to be included. (derp) Added new atmospheric sound Added Endgame Cam [Will need to redo this as the first sequence is wonky for some stupid shitty s#@1!] Added Map Preview Image Changed Vehicle camo to 'Urban' ToDo: Flesh-out bases with decorations I will move the WF a little closer to the Barracks and this should put the Harvesters in line with each other as well as Likewise I will move the HoN a little bit closer to the Strip More decorations will be added Additional background landscapes (North (GDI Base), West (Harvester Zone) & South (Nod Base)) Do something with the edge of the map. (East) Lower the boxes to the actual floor of the Harvester zone bridge. 'Thicken' the bridge CannotDo: Change the name of the GDI Gun Turret (labelled: Guard Tower) to 'Turret'
  15. Defending. I was defending against their attacks on the HoN. The amount of Gunners and Mobius I encountered, kept to using free infantry (flamer)
  16. A damage volume to hurt even the Chem troopers as well would probably be a good idea, the Nod and GDI blue tib-fields also don't cause harm to chems?
  17. Nah, that idea was mine. Forgot about APCs. Flamethrower rush on Weps worked though.
  18. @Schmitzenbergh Sorry dude, should have joined you for an SBH and we could have taken their Barracks. (NO MINES ) "Someone get an SBH... JUST ONE PERSON... But someone get an SBH... To Scout ahead..." Meanwhile, half the team has gathered and now 3 of them have switched to an SBH. "NO ONLYO NE OMG NOBODY LISTENS" Guess who this was?
  19. The map is 70% there, further decoration is needed but the map as for gameplay needs some testing. Harvesters have been checked and they work accordingly and are only around 6 seconds apart on the dumping time. (Nod Harvester is faster) However enabling bots may hinder the Harvesters ability to follow pathnodes properly. Minimap has been included. Full credits for others mappers' items used will be made upon map finish. 4 Gun Turrets per team, 3 Guard Towers per team. About 3m 45s Nod Harvester dump. About 3m 51s GDI Harvester dump. The silos will get you to 1000 credits before first Harvester dump. This map is tiberium rich so expect to be rich quickly in this toxic land.
  20. View File CNC-Toxicity Toxicity 2 Map specifications: -Non-flying -Few Guard Towers -Several Gun Turrets -A Toxic map (Red Zone) HOW TO INSTALL: Default directory location: ' C:/Program Files (x86)/Renegade X/ ' Extract the zip file into your Renegade X directory. Files have now been installed. Enjoy! Submitter Madkill40 Submitted 07/11/2017 Category Levels  
  21. Version 2

    2523 downloads

    Toxicity 2 Map specifications: -Non-flying -Few Guard Towers -Several Gun Turrets -A Toxic map (Red Zone) HOW TO INSTALL: Default directory location: ' C:/Program Files (x86)/Renegade X/ ' Extract the zip file into your Renegade X directory. Files have now been installed. Enjoy!
  22. I will just aim to paint each bit of the landscape very carefully. P.S. This is why there is no 'short route' to the silos.
×
×
  • Create New...