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Everything posted by Madkill40
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Negatory. 1.0 soon. Speaking of 1.0 ... Frostbite V0.9.9.9 - [Download Here] Changes: -Version number *corrected. (hurr) -Some lights removed. -Collisions modified. -Pathnodes modified. -Terrain modified. -Misc changes. First post updated to a front-page, new gallery featured there.
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C&C Frostbite - Version F1 Last time I'll be posting an 'updated' link in this thread hopefully.
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Why not just keep the two vehicles more simple by allowing access to Wolverines and Recon Bikes instead? Leaves the map more practically stable.
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It's mostly just self-motivation, I wouldn't really expect many to update the map so often but it's there anyway. You're not wrong though. Anywho... _________ _______ _________ __________ ________ Frostbite V1.9.9 Changes: -Lighting overhaul. -Frostbite is now a night map. [because it took so long to make the in-game sun went to sleep] -Added sound for atmosphere. -Added weather effects. -Misc collisions modifications. -Light decorations. -Upper Middle Infantry path, Nod-side, has been modified. -GDI can no longer shoot Nod Harvester from Upper-mid or lower infantry paths whilst the harvest is docked in the base. -Misc changes. Enjoy. Gallery: See first post/front page. TBD: -Minimap -Point nodes -Better camera roll for endgamecam -Loading screen
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Perhaps for the editor preview the map with a lower light build quality? If it looks good in low then you'll know it looks fantastic in full?
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Frostbite V1.9.3 Changes: -Large lower field path has been crafted, enjoy the icy tundra below! Do be careful when driving on the ice. -Collisions modified. -Bridge lowered. -Bots should now go everywhere. -ReadMe.txt added to .rar file for install instructions. -Mid-Infantry tunnel/cavern modified; slope to HON. -Misc Changes. -----Frostbite is nearly completed, just sound and graphical effects need to be added for atmosphere and beautification progress, secret lighting surprise also needs to be worked on for further beautification-----
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... Get what to show in the map?
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Frostbite V1.8.4 [DOWNLOAD HERE] Changes: -Dominant Lighting colour changed. (Orangish to Pinkish) -Narrow path now more narrow. -Nod has gained a structure on their side of the main field. -Silo added to end of mid-inf route/middle of the narrow path. -More blocking volumes added; i.e. collisions fixed; i.e. less places to get stuck. -Misc changes. -Nod Harvester Fixed. -Scenery changes. -Base Defences modified. -Improved path nodes. -Bridge collisions fixed. -Endgame Cam Added.
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Remove the bugtastic APC from your map.
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Frostbite V1.7.2 [DOWNLOAD from HERE] Changes: -Upper middle infantry route has been drastically changed. -Some volumes that block. -Added a 'special' place. -Added crates. -Misc changes to scenery and lighting. -Paths fixed. (Bots should now go nearly everywhere) Enjoy. Map currently being tested on- Official Custom Maps & TS - Marathon C [TS = Test Server] Gallery:
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Hence "Decimate LCG flak armour with Anti-Flak Armour Rounds!" bullets are anti-flak But they're not AOE. Flak bullets are AOE. More Flak bullets plz.
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Frostbite V1.5.3 : DOWNLOAD HERE Changes: -Harvesters Synchronised. Will likely have to rotate the Weapons Factory for game beginning harvesters to not have a 16 second difference, other than that the GDI Harvester is potentially a few seconds faster than Nod harvester when starting at the same distance of Ref to Tib etc. Not really too bothered as Harvesters should be regularly destroyed. -Frostbite is currently being hosted via 'CT - Tyrant.gg - Custom Maps - Marathon 3' server.
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Dunno how you get an Ion and a Nuke confused but by golly you did it.
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Of they shot flak, it would mean they were stopped more easily by flak. Note the term flak jacket, and the fact it's more used to stop shrapnel than direct gunfire. Hence "Decimate LCG flak armour with Anti-Flak Armour Rounds!"
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Frostbite V1.5.3 : DOWNLOAD HERE
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Frostbite V1.5.2 : DOWNLOAD HERE Changes: -Narrow vehicle path readjusted for easy fall-off death. (idea is to push off enemy vehicles) -Misc prop movements -Cave-side HON covered with ice to protect from damage -Misc scenery changes -Minor Lighting changes May require a bit of a tutorial on how to do that.
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-Updated first post. Currently working towards 1.5.7
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Weapons Factory could have a factory whistle whenever a vehicle is produced, with extra puff of black chimney smoke to go with it. i.e. Because GDI are old fashioned.
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GDI APC should still be flak, none of this bullet nonsense like the infidel Nod APC.
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If I hadn't gotten hit by that 1 mine in the HON on Whiteout I could have destroyed that bastard.
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[basically, the GDI APC weapon needs to use a vehicular variant of Patch's ammunition that's been retweaked for infantry, but practically the same rate of fire and sfx/gfx, higher AOE] GDI APCs need to be Shrapnel-Flak APCs. AOE death bringers to all Nod infantry. In-particular LCGs. Decimate LCG flak armour with Anti-Flak Armour Rounds! APCs biggest weakness needs to be Flametank, so Flame tanks should be the most impervious to GDI APC Shrapnel-Flak rounds.
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Veterancy, easy for teams with more players
Madkill40 replied to Darkraptor's topic in Feedback & Bug Reports
If your name is on the building kill then you alone get the VP, other players nearby will get additional VP, but please not the whole frikken team? Heck, just let the team losing the building gain a whole bunch of VP for losing the building and it can be referred to as "aggressive morale booster", because how pissed off is a team that loses their building? Give them 25VP. Let's get a bit more VP for repairing vehicles. (By way of Multiplier, the longer the game notices you repairing vehicles the more VP you gain. Maximum multiplier x2.5 if; multiplier x0.5 by repairing +1250 damage within 3 minutes, maximum stack of 5. (i.e. x2.5 Max)) Vehicle kills within a certain timeframe should allow a higher VP so if you get a chain going, the 4th or 5th in the chain of vehicle kills is on a pretty good multiplier. i.e. 1 Vehicle kill, then if you score another vehicle kill in 60 seconds; 45 seconds; 30 seconds and 25 seconds. (Every addition to the chain has to be made in 25 seconds) Graphical note: if the +5 VP floated above the person/vehicle/building killed, that'd look swish. _______________________ ____________________________ ______________________ Spur of the moment idea below, you have been warned. _______________________ ____________________________ ______________________ Heck. Could go a step beyond with VP and link Recruit, Veteran and Elite to the 3 Tiers of classes. At recruit you get the base free-infantry as well as Officers, Rockets and Chem/McFarland's, additionally the buggy/humvee and APCs are accessible until you reach Veteran and later Elite. When a Recruit gets to Veteran they are granted access to Gunner, Patch, Dead-Eye and Hotwire as well as the MRLS, MedTank and Trans/LCG, SBH, BH and Technician as well as the Artillery, Flame Tank, Light Tank and Trans. At Elite Mobius, Havoc and Sydney as well as Orca and Mammy/Mendoza, Sakura and Raveshaw as well as Stealth tank and Apache. Heroic could potentially unlock the Superweapons. Airstrike is always available. If the VP intertwined with the game like this in-addition to what VP does now then this game could improve mechanically. -
The post above this one has the latest link of the version of the map you should have tested. Don't recall updating the first post.
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Under was crap. No worries. Thank you Thommy.
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Unlike your tits, amirite?