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Everything posted by Madkill40
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And any other team mate setting off the Obelisk delays you even more or gets you killed.
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Add recoil Add bullet ricochet Make Mammy Hover Give Gunner Jetpack Sell Sakura Nudes ... Edit: Add a scripted "STAY IN BASE" restriction to Jeff and BiBi, whenever they leave their base before a player reaches Elite their sight gradually gets darker and darker and darker and darker and darker... AndThenYosh'sBestTrollFaceAppears Game saved.
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If I made an EVA I'd have to get an actor friend or deliver a male EVA as well, just sayin'. Voice acted recordings which also come under copyright laws. Sound effects are one thing (not sure if the original RenX dev's remastered the original sound effects and modified them or made new but similar ones) but to use pre-recorded sounds made by 'Eeel Aroma' and voice actors could stir a whole new hive of potential legal issues, especially if this tutorial level was incorporated into the RenX game as a "Tutorial" option in the menu. (i.e. endorsed) I wouldn't put it past Electromagnetic Anuses to pull this kind of issue out their ass. I should get cracking with writing up lines for each weapon...
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Pretty hard to reach that Hand of Nod on foot without a smoke grenade, just as hard to reach the GDI Barracks. Maps like Field I can see put the mapper at a disadvantage because if the base is too open (i.e. GDI Ref more accessible) then players complain, however if a base is too closed (i.e. GDI Ref less accessible) then players complain. There's often a way round a siege, especially if you're on Nod because you have SBH and Stanks, it's pretty easy to ambush GDI's hotties and engis whereas GDI can just bulldoze their way through a Nod siege. Players need to think outside the box more, I'm not saying Field is perfect and maybe it's a consequence of the 60/60 player limit, but there's always an out.
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I was thinking the voice for this tutorial would be a characterised voice-over (As if coming through a military radio) and there could just be scripted AI patrolling and guarding, as this would probably be much easier than animating mouths and creating new models specifically for the tutorial?
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We've got a decent wiki page I can get information from of which I can use for scripting purposes, I'll try out a few things and post some recordings.
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This should be the PUG themesong:
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The original issue before was the obvious and easy WF siege from Nod, I have seen Nod gain the upper-hand quite a few times and putting the GDI PP under constant siege, it would be nice to have the PPs covered more by rocks but 4 or more technicians can keep that powerplant up and running quite easily in a public game. A map can be changed loads but it will always come down to the teams themselves overcoming the enemy at their front door, I think players just underestimate the awesome tactic the secondary vehicle path enables. Nod have a much easier time getting inside the GDI WF/PP than GDI have at getting inside the Nod PP/HoN. Pros and cons, team dependency is a bitch sometimes.
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Remaking the map for a single-player tutorial shouldn't be too difficult as you wouldn't have to worry about balancing issues. the real challenge is the kismet. I'd love to do the voice work to make the tutorial more interesting than just having text-blips displayed on the screen. (Can deliver good quality sound for voices and it would be nice to practice the GDI General's voice for Renegade, or just do a few of my own military'type voices for this tutorial) Goodluck!
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Whatever you do don't say "Complex Flying" without the quotation marks, otherwise fffreak will get ideas.
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10 of us could play a custom Vs game on Fractured Space, that'd be pretty shweeet. Fractured Space is a free game. One of the few multiplayer games I've played which doesn't suffer from latency issues. (At least for the past year)
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So really: http://store.steampowered.com/app/383790/ £14.99
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I'm curious how this map would be if vehicles could only go around the outisde of the map and not through the middle at all, making Harvesters only susceptible to infantry attacks.
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New version of Frostbite has been released. Changes as of March 06 2017: Added rocks to mid-GDI side in order to mask the Weapons Factory to decrease Arty-Party tactic Swapped Hand of Nod and Nod Refinery around Added additional rocks to mask incoming GDI vehicles from the Obelisk's sight on both the left and right vehicle paths Smoothed out the terrain throughout the map Ice-cave bridge has been remade Tiberium crystals have been reduced in size Fix prefab props' collisions (and hopefully their corresponding kismet should function) Added blocking volumes above all ladders to avoid infantry being propelled into the sky Fixed Obelisk's crystal (hopefully) Fixed Hand of Nod's wonky doors (hopefully) Fixed missing textures on some meshes Fixed mid-battlefield bunker to allow infantry whilst still blocking out vehicles Fixed Nod's side-infantry path (by the Obelisk) Terrain and mesh changes have been made to Ice-cave entrance (Nod Base) Fixed GDI wall by GDI Ice-cave entrance [This should hopefully remove the weird damage issue that was occurring as well] Misc changes~ To Do: Decorate more / tweak Weather Redo Minimap Add the Moon Fix Endgame Cam Fix reported issues
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Two patches later and we're still waiting on this SDK like Bullfrog fans were waiting on DK3.
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Glad you sorted the danger zone on this map for Nod. Just to remind the disgruntled GDI-favouritism... Volcano had a minor addition of an extra infantry path to quell vehicle rushes and there's barely a dominance when GDI does get the lead. On Under there is barely a chance to take advantage of the Airstrip's drops. In most cases the Airtower blocks the vision or there is little for GDI to take advantage of, Islands is one of the only other maps where vehicles are massively exposed but even that is more limited than that of Complex. Island's could only be 'balanced' by rotating the Weapons Factory 90/-90 degrees. (But that would just be multiplying the same issue.) I like this change to Complex, farewell my favourite tactic as GDI.
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[CMG] Custom Map Game - Supporting new map releases!
Madkill40 replied to Madkill40's topic in Renegade X
How about an amendment to the CMG where we have them bi-weekly (every two weeks) or monthly? Depending on progress made on custom maps. Or we just base CMG's on whether or not a custom map has made it to a 'gameplay test' stage in development and then we hold a CMG on a Sunday following this? As it stands I've not made much progress on Frostbite as I have been preoccupied. For the next CMG which will either be the 12th March or later I suggest: Hopefully @DoctorAnubis could be available for this map test? -
Ban Yagi.
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And then windows, windows everywhere! Scripted windows! Which crack and snap upon damage hurtings but resurface upon building repair. So many scripted window break animations among other such destructive gfx.
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Well obviously because he's spoken to Yosh56 from Dimension 3 and that Yosh has clearly been talking a lot of shit or is just a much more cockier Yosh.
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Active thread on this already. Post in there.
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This is such a homobinary.
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[CMG] Custom Map Game - Supporting new map releases!
Madkill40 replied to Madkill40's topic in Renegade X
I will be on for the CMG and PUG. CMG playtest again. No new update, actual playtest.