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DoctorAnubis

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Everything posted by DoctorAnubis

  1. This is an old screenshot of the underwater positioning of base defences. And this is somewhat how it would have looked from inside the tunnel I scrapped this idea due to it separating HON/Barracks from Obelisk/AGT too much. The tunnel connected perfectly to the security office, so it was kind of cool however.
  2. Haha, I did actually attempt to add a gunboat a while back but took it out, it was going to act as extra defence on the shore. I basically hid a turret inside the boat model. Another thing I took out was having the main base defences positioned slightly under the water with tunnels to access them. I will post a screenshot of that later. Ah yes, I am aware of this too. It's due to using a 'door' as the collision model. I will try something else Yes the cameras are going to be disabled in the update. Also, I wondered if anybody could help me with this problem. I am trying to destroy team buildings using Kismet, as I am implementing the end game pedestal (accessible after 1 hour of play). Currently, Nod buildings can be destroyed with Kismet no problem. However, using the same method to destroy GDI buildings does not work. Any ideas on a solution to this?
  3. Update coming soon, including map!
  4. @Madkill40 hello Sir, I have been busy with college. Did you do a test run in the end? In the coming weeks I should get a moment to remove the cameras and fix the lag caused by AGT (if that still occurs). That will result in a much more stable build
  5. What is wrong with Paradise. I designed it with 20vs20 in mind? In the Summer, I will be finished with College, so I can brush up the core bugs and remove anything stopping it from a release.
  6. Please re-download 20/11/2016 - Paths and lighting built
  7. Just Updated!!! Build with lighting and paths
  8. Ah man. How did I manage that. Must have uploaded the wrong file. I will get that fixed now before I go to work.
  9. ** Paradise Version 3.0 - 14/11/2016 - Changelog ** *Volcano and Jungle* - Lava lake now bubbles - Removed Lava collisions - Fixed lava kill volumes - Rock textures changed - Added Temple Ruins - Added Jungle Waterfall - New Jungle sounds - Updated Mammoth MKII - Placed new bushes in jungle - Added official communications centre *Security Office* - Fixed camera issues - Added second entrance to security office with additional PT and Spawn point - Added more base security cameras - Added Communications Centre camera (when captured) - Removed ability to hack into other teams CCTV - Added respawning ceiling turrets and flame turrets - Ceiling turrets are disabled when security office is destroyed - Added alarm system and indicators for building infiltration *Global* - Repositioned Obelisk and AGT - Added more rocks to beach - Terrain Adjustments - Removed Kane Hologram collision - Fixed light source texture in GDI Club - Set mine and vehicle limits - 4 additional crate locations - Vehicle Theater camo added - Added more spotting volumes - Collecting tiberium weapon sound fixed - Various Optimisation
  10. View File CNC-Paradise Nod and GDI control opposite sides of a tropical island. Each teams buildings are separated by a cliff; Infantry and Auto Defence Structures on the outer beach and Vehicle and Refinery Structures on the inner beach. The separating cliff hosts a short tunnel which has access to additional purchase terminals and a security office. The office contains an alarm system and it powers automated ceiling turrets. The tunnel system is also home the teams power plant; with no external structure exposed, the power plants are only vulnerable to direct infiltration. The most direct route to across the Island leaves players vulnerable to attack from various sniper perches situated within the cliff and tunnel systems. An adjacent volcano provides an alternate route for infantry and vehicles, providing cover and the possibility to flank enemy defences. Away from the beaches and surrounding the volcano is a dense jungle, providing plenty of cover which can be utilised to ambush or sneak past opponents. The jungle is rich in tiberium, team harvesters will drive a short distance into the jungle to gather resources. There are 2 capturable tiberium silos at either end of the jungle, a team which controls both silos simultaneously will unlock tiberium weaponry for use with any character, to be collected from the refinery. On the edge of the volcano, a communications centre sits atop a pool of lava, successfully capturing the site will improve the teams radar capabilities as well activate 2 additional purchase terminals within the main base tunnel systems, greatly aiding with defence. There are 2 download versions avaliable: 5.0 - Latest build 4.0 - Old build (no water blocking volumes, no volcano path) Trailer (Version_2.0) Change-log Archive Submitter DoctorAnubis Submitted 11/20/2016 Category Levels
  11. Version 5.0

    2301 downloads

    Nod and GDI control opposite sides of a tropical island. Each teams buildings are separated by a cliff; Infantry and Auto Defence Structures on the outer beach and Vehicle and Refinery Structures on the inner beach. The separating cliff hosts a short tunnel which has access to additional purchase terminals and a security office. The office contains an alarm system and it powers automated ceiling turrets. The tunnel system is also home the teams power plant; with no external structure exposed, the power plants are only vulnerable to direct infiltration. The most direct route to across the Island leaves players vulnerable to attack from various sniper perches situated within the cliff and tunnel systems. An adjacent volcano provides an alternate route for infantry and vehicles, providing cover and the possibility to flank enemy defences. Away from the beaches and surrounding the volcano is a dense jungle, providing plenty of cover which can be utilised to ambush or sneak past opponents. The jungle is rich in tiberium, team harvesters will drive a short distance into the jungle to gather resources. There are 2 capturable tiberium silos at either end of the jungle, a team which controls both silos simultaneously will unlock tiberium weaponry for use with any character, to be collected from the refinery. On the edge of the volcano, a communications centre sits atop a pool of lava, successfully capturing the site will improve the teams radar capabilities as well activate 2 additional purchase terminals within the main base tunnel systems, greatly aiding with defence. There are 2 download versions avaliable: 5.0 - Latest build 4.0 - Old build (no water blocking volumes, no volcano path) Trailer (Version_2.0) Change-log Archive
  12. Yes, I am having great difficulty with this. I am using 'Set Camera Target' in Kismet to make players have control of security cameras. This works. But when setting camera target back to the players it causes problems due to 3rd person mode. Any ideas how to solve this?
  13. I haven't played in a while but I actually like the current mining system, it makes defending fun. Changing it could potentially kill that. Have to say, I still think sawed-off shotguns for hotwires/techs is the way to go
  14. Lot's of cool new fixes coming soon, along with the communications center update. For now, here's a look at some new locations. I added some ancient ruins to the GDI side of the Jungle. Also added a waterfall to the Nod side of the jungle.
  15. Thanks Madkill. At first the solution didn't work, I had to set SwarmAgent to run as administrator for it to save the settings. Now it's all good
  16. If achievable. While moving, repairing ect. = Update location of players every 5 seconds with a radar scan graphic moving down the map Firing un-silenced weaponry = Real time player location update Perhaps you could also include a new 'item' which when purchased renders the player immune from radar scans. This would be useful for hotwires/techs who are looking to infiltrate but the team as a whole are unable to secure the communications center.
  17. Just realised I somehow uploaded an older version, 10 minutes it will be fixed Now updated. Relax and enjoy the Island
  18. Absolutely, I hope so. I've ironed out the majority of bugs. Map is ready for a full 20v20 mash up
  19. UPDATED 09/08/2016 - Terrain Adjustments - Middle 'Island' adjusted to block exploits - Sorted side rope bridge collisions - Included more spotting volumes - Team specific endgame cam fixed - Added collision to palm trees - Found those missing textures - Adjusted tiberium in cave - Moved some volcano rocks - Changed volcano Smoke - Added occasional volcano rumble - Added various vehicle blocking volumes - Improved Mammoth MK. II Ladders - Raised Nod Towers - Fixed lighting on lockers - Repositioned tiberium weapon centers - Removed broken purchase terminals - Communications Center now correctly activates tunnel terminals - Added Door to Security Offices - Installed Security Office Alarm System - Improved CCTV Camera controls - Layout of maintenance tunnels changed so it's much easier to defend - Added Kane Hologram to Temple of Nod - Added Light inside Weapons Factory - Added Auto Defense Flame Thrower Tower in Maintenance - Fixed ceiling turrets - Ceiling turrets removed until a fix is found - Various Optimizations
  20. UPDATED 09/08/2016 - Terrain Adjustments - Middle 'Island' adjusted to block exploits - Sorted side rope bridge collisions - Included more spotting volumes - Team specific endgame cam fixed - Added collision to palm trees - Found those missing textures - Adjusted tiberium in cave - Moved some volcano rocks - Changed volcano Smoke - Added occasional volcano rumble - Added various vehicle blocking volumes - Improved Mammoth MK. II Ladders - Raised Nod Towers - Fixed lighting on lockers - Repositioned tiberium weapon centers - Removed broken purchase terminals - Communications Center now correctly activates tunnel terminals - Added Door to Security Offices - Installed Security Office Alarm System - Improved CCTV Camera controls - Layout of maintenance tunnels changed so it's much easier to defend - Added Kane Hologram to Temple of Nod - Added Light inside Weapons Factory - Added Auto Defense Flame Thrower Tower in Maintenance - Fixed ceiling turrets - Ceiling turrets removed until a fix is found - Various Optimizations
  21. I tried for hours to change the names of both the MCT and the Ceiling Turrets then I read in the forums that it's impossible to do so
  22. Just updated. Should be the same link. Only real changes currently are Kismet.
  23. Can you create a new download link please? I've created a new .zip file in your directory with the GUID Number (important). Thanks. Done. Should be correct now
  24. I'll put it on the official test server now. Someone keeps shutting the server down that's anoying. To add to this; to make sure it's not the lava but some particles or what ever else, check out this https://udn.epicgames.com/Three/ProfilingBasics.html and if you've done that check this; https://udn.epicgames.com/Three/GameplayProfiler.html Useful tools for optimisation. (pro-tip; We've found that on Whiteout all the particles take about 28% of the calculation capacity, they're expensive!) Thank you sir, I will take a look into that when I get the moment. I was very randomly thinking that some of the frame drops were because of those lockers. You know, the ones which seem to be lit extremely bad. Not sure if I was imagining it. I did put a draw distance onto pretty much everything but it's possible it's not enough. Maybe the jungle is too dense. As for the ceiling turrets I have no idea why they don't load correctly on a server, me and coding do not mix well. Perhaps it's impossible to make ceiling turrets with the current setup The end game camera is bugged, there's meant to be a different outcome depending on which team wins, again this works on Skirmish. The communications features don't seem to work at all
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