-
Posts
2180 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Events
Gallery
Everything posted by Madkill40
-
Green blips on the radar would probably resolve all the issues currently presented with mines, in OldRen you would typically want to be with other players when assaulting a building because numbers and it'd be good to have that back instead of solo infiltrators mostly relying on dumb luck and negligence. Small green blips for your team mines on radar, this minimalist detail I still think is the best and least intrusive option for everyone's butthurtz. It'll indicate a building where the enemy is by minimap/radar but it is not a full-proof way to make infiltration and sabotage of buildings an impossibility, it just alleviates the infiltrated teams' building of some timed c4 time before detonation. This right here gives nobody a reason on either side to complain thus further, because it promotes teamwork and working togetherness and removes the tedious "Check Building 1 ... 2 ... 3 & 4" every time the mine limit drops down by 1. Make defending worthwhile and engaging, not a chore with 25% chance of success 75% of the time. How difficult would mines making green blips on the radar/minimap be? Additionally it could be a true/false option in server .ini file so it's simple to turn it on/off per server in case of glitches/bugs.
-
http://www.independent.co.uk/voices/snoopers-charter-theresa-may-online-privacy-investigatory-powers-act-a7426461.html This is some bullshit. This f'ing b!tch. MPs and Lords are exceptions to this. The monarchy never died, it just shifted sides and became elitism. I've never been triggered, this must be what it feels like to be triggered. On behalf of the UK I'd like to apologize, it's only a matter of time before other countries take after us because we did this first. The cons outweigh the pros with this one. And some of you clowns thought snipers in RenX were a pain in the head.
-
Gatekeeper is doing this..? Abusing the VoteKick? Oh dear oh dear, I wasn't even aware of this.
-
Test server updated. [Updated map should auto-download via the Launcher]
-
Test server updated. [Updated map should auto-download via the Launcher]
-
5th Amendment Brightness of map tweaked Map has been balanced out for both teams; GDI Refinery was completely exposed to rocket soldier and Arty spam quite unfairly, this has been rectified GDI PP was ridiculously exposed from multiple routes, the number of exposure points has been reduced Infiltration of bases (in particular the GDI base) more balanced Nod PP has a one-way dead-end route for vehicles, now the GDI PP does as well as part of balance changes Todo: Redo Endgame Camera Make Loading screen Update Minimap Give Yosh some catfood and a can of his favourite special brew so he puts CNC-Glasses into the next patch
-
"LIGHTING NEEDS REBUILDING PATHS NEED REBUILDING" Paths aren't that much of an issue for testing but the lighting is a major issue because the map now looks worse than OldRen does by today's standards.
-
4th Amendment 'Gaps' have been filled with rocks AGT has been masked from Infantry Silo route Obelisk has also been masked to balance AGT masking at Infantry Silo route All vehicle blocking volumes have been increased in height to stop vehicles climbing over into Infantry paths Moved blocking volumes at bridge locations to allow infantry to jump over the railings into vehicle traffic Moved blocking volumes at GDI side of main Infantry route which prevented infantry from volleying over the walls onto the rocks below Gaps at GDI side of main infantry route by the containers where it looked like you could fit infantry no longer look like they can fit infantry Covered gap between containers at GDI Main Infantry route with a box Spot where obelisk couldn't shoot at you if you were in a specific location is no longer a location you can shoot the Obelisk from Overpass of the main infantry route above the tib_field where AGT could shoot infantry has been masked from view Obelisk has also been masked from view for balance reasons Fixed lighting issues that were plaguing the beauty of the map Map is now not as bright There should now be a Sun where a Sun should be for a midday map Raised rocks by GDI PowerPlant GT to give Nod infantry and easier time at infiltrating the GDI base
-
Updated the test server with the new version of Paradise.
-
My opinions about the game and how to Improve it.
Madkill40 replied to Neutron's topic in Feedback & Bug Reports
You just debunked your entire opinion with this one sentence. gg. /thread -
The issue is the rock itself because it has been scaled up the collision around the rock becomes out of proportion with the prop itself creating that gap, hopefully the surrounding blocking volume which imprisons the map stays close to the rock, which means I can set the rock to 'BlockWeapons'. But that might create another issue of anyone being within that gap being safe from gunfire. Will likely just put some stuff there instead. Will raise vehicle limit to 9. Because as it stands GDI could easily keep Nod base locked in this map.
-
I've made one last and hopefully the second to last amendments to CNC-Glasses. Enjoy.
-
3rd Amendment Fixed the lighting issue Fixed AGT spotting areas Extended Obelisk range to reach as far as the AGT Fixed pathnode issues Remade Nod main entrance rock overhead [Original one was not appearing due to non-uniform scaling] I really hope future fixes are just for collision issues and path-node issues. Endgame Camera is just a placeholder, I will have to go over Kenz's tutorial again to remember how to put in coaster breaks.
-
I've mentioned something to this extent on TeamSpeak numerous times without realising there was a channel commander feature. It'd be so good to have such coordination and communication in this kind of style.
-
I want to know how to do that funky cool looking heightmap blending material thingymajigger.
-
2nd Amendment Fixed Nod Harvester path-finding due to the added rock GDI Weapons Factory now has Vehicle RolloutNodes
-
Reported issues fixed. Nod arty can no longer hit GDI Harvester from the Nod base Entrance. Gunfire will no longer pass through the Tiberium meteorite at the TibField. Gawdy snow bunker material changed. (snow pretending to be sand in this map looked too pixelated, standing out in a bad way) Obelisk moved an inch closer to reach to the same extent as the AGT. Potentially psychotic Endgame-Camera
-
About to update the map file with the remaining issues ironed out. Nod arty can no longer hit GDI Harvester from the Nod base Entrance. Gunfire will no longer pass through the Tiberium meteorite. Gawdy snow bunker material changed. (snow pretending to be sand in this map looked too pixelated, standing out in a bad way) Obelisk moved an inch closer to reach to the same extent as the AGT. That's all reported and newly discovered issues sorted. Until new places a player can get stuck are found anyway. Minimap will need a tiny bit of an update for that one rock, I'll use a demo from the test server of the last Glasses map test to make a loading screen. ---Edited-- Map updated, download below. Added to CT Test Server. Also added a potentially psychotic Endgame-Camera.
-
CT Custom Map Server has been updated with the new CNC-Glasses.
-
Version 1.0.0.0
1543 downloads
[HOW TO INSTALL MAP FILES: .upk file goes into Renegade X > UDKGame > CookedPC > RenX > Environments .udk goes into Renegade X > UDKGame > CookedPC > Maps > RenX ] Fantastically designed map created by DaKuja, CNC-Glasses pays homage to CNC-Eyes as a re-rendition. Each base contains the Primary defensive structure as well as two GT's. (Guard Tower/ Gun Turret) Multiple routes for players to venture on as either infantry or in a vehicle! Work alone or alongside your fellow players and engage in all-out-warfare! This is CnC-Glasses. Map Contents: Advanced Guard Tower Obelisk Barracks Hand of Nod Weapons Factory Airstrip Powerplant(s) Refinery(s) 2 Guard Towers 2 Gun Turrets Crates Two vehicle routes Two Infantry routes "Let's rock!" -
View File CNC-Glasses [HOW TO INSTALL MAP FILES: .upk file goes into Renegade X > UDKGame > CookedPC > RenX > Environments .udk goes into Renegade X > UDKGame > CookedPC > Maps > RenX ] Fantastically designed map created by DaKuja, CNC-Glasses pays homage to CNC-Eyes as a re-rendition. Each base contains the Primary defensive structure as well as two GT's. (Guard Tower/ Gun Turret) Multiple routes for players to venture on as either infantry or in a vehicle! Work alone or alongside your fellow players and engage in all-out-warfare! This is CnC-Glasses. Map Contents: Advanced Guard Tower Obelisk Barracks Hand of Nod Weapons Factory Airstrip Powerplant(s) Refinery(s) 2 Guard Towers 2 Gun Turrets Crates Two vehicle routes Two Infantry routes "Let's rock!" Submitter Madkill40 Submitted 11/17/2016 Category Levels
-
That happens on all the maps. It is not a map issue. Bots typically spawn as whatever they damn well please.
-
Always join servers via the launcher. Remember to check 'Skip Movies' in the Launcher settings.
-
Not going to move the crates. I noticed by a GDI pillbox that the maps surrounding blocking volumes created a large empty gap, I cannot ungroup the volumes and move them individually so I improvised and filled this empty no-go area with some props, these little additions to one tiny inaccessible area of the map do not change the map in any way at all. The issue with the blocking volumes and the gate seems more like those volumes were meant to be vehicle blocking volumes or at least in part meant to be vehicle blocking volumes instead of them all being regular blocking volumes. Again, I couldn't change the one volume into an individual volume so I've used the existing volumes as vehicle blocking volumes and added new blocking volumes to stop players getting to places I assumed the bulk of the volumes were for. All stuck points, vehicle no-gos and reported issues have been fixed. Minimap has been added to the map. Map is now being 'built'. Edit- Not sure if an EndGameCam was ever applied to Glasses, haven't checked, I hate the damn EGC. But will do it after the next playtest if it does not already exist. Edit 2- It would seem something went wrong in stopping gunfire going through the meteorite. Strange that the volumes within are ignored.