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DoctorAnubis

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Everything posted by DoctorAnubis

  1. Thank you. Yes, it was an absolute nightmare to build. Hopefully it works correctly I accidentally built the map with preview lighting. Let me know if you find anything too game breaking
  2. Paradise Paradise is a large tropical island featuring beaches, a beach bar, a jungle and of course a giant volcano. Base buildings are split, Infantry and Auto Defence Structures are on the beach. Vehicle and Refinery Structures are behind the rocks. Power Plants are built internally into the cliffs which means the only way to destroy them is infiltration. Large tunnel systems are used to connect the base and structures, some of which are guarded by Auto Defence Ceiling Turrets. Tech Buildings Destructible Security Office The Security Office allows players to use CCTV cameras which are situated throughout the base. Press 'E' to activate and hold 'E' to exit. 'Right' cycles through cameras. If the MCT is destroyed this ability is disabled. Not required for Team Victory. 2 Tiberium Silos There are 2 Silos deep in the jungle which work as normal. However, capturing both Silos will grant the team access to Tiberium weaponry to be collected from their Refinery. Communications Center The Communications Center has a capture-able MCT, similar to that of a Silo. The team which owns this structure will gain access to the opposing teams CCTV and 2 additional purchase terminals in the tunnels. uTgtjJrh1q8 DOWNLOAD LINK http://maps.constructivetyranny.com/data/public/0782e7
  3. After a few bot tests I am considering opening up the tunnels a tad more. This image shows the upper tunnels. Across the rope bridge, currently you can only turn right, leading to the powerplant. I am thinking of making it so you can turn left also (the orange lines), to head to the refinery. The drawback of this is that the Ref will be considerably more vulnerable early on. It also reduces the need to go through that massive jungle and volcano area
  4. Got carried away and added another feature, the security office. Located inside your team's base, in here you will have access to the CCTV cameras. I'm planning to make it destroyable, hence the MCT. It will be very weak, perhaps 1 C4! The room is guarded by an auto defence ceiling turret. I'm tempted to use the Communications Center Tech Building to allow your team to access the opposing team's cameras. I'm currently not sure if this will be a useful feature, opinions please
  5. Thank you. In the end I realised I was making things so much more complicated than it needed to be. I originally planned to have a 'UTWeaponPickupFactory' which would come out of the floor via Kismet when both silos were captured. There was a trigger by each silo both of which would permanently be checking ownership. Then I found out that it wasn't even possible to move the PickupFactory with Kismet so I gave up that idea. This is the final sequence. One trigger which checks the ownership of both silos and then the team of the player in the trigger. If everything is in order then it grants the player a tiberium rifle. I was going to use the 'TiberiumFlechetteRifle' but I noticed that it doesn't always seem to damage enemies? So instead, it deals the player a 'TiberiumAutoRifle'
  6. Ah yes thank you. The problem was the 'Tech Building Event' doesn't actually do anything. Triggers have solved the issue
  7. Thanks for the response Kenz. I've had a look I still can't seem to figure this out though, it's doing nothing
  8. One of the final things to do, it's not working. Here I am to collect the number of the team which owns the Silo. This method works fine if I use the Capturable MCT but not with the Silo Building. Is there a solution for this??
  9. Possibly tonight, just got to finish a couple more things Here's a trailer uTgtjJrh1q8
  10. This would be interesting, currently healing infantry is very difficult for me because the aiming has to be on point. Sometimes it doesn't even work for me. It looks like a medical kit was planned, although from reading the description it's lucky that it wasn't implemented in this state.
  11. Mammoth MKII is waaaaaaaaaaaaaaay to big for the current maps. We probably need special designed maps for that Mammoth MKII Look at the size of this thing on Under I put the Mammoth MKII on my map as a destroyed vehicle in the lava. I spent hours getting it all positioned with ladders and such, however when I build lighting for the map the MKII shadows look ridiculously glitched with loads of weird lines running down the vehicle. I can turn shadows off altogether but then it looks even worse. Any idea for a fix?
  12. Very handy for map testing. Bugged though. I've only used it in the SDK, unsure about the main build. Bots will follow you but will never unfollow. The quote plays and the notification shows but once they follow you that's it, you're stuck with them are their suicidal tendencies.
  13. The idea here is; team which captures both silos will have Tiberium Flechette Rifles spawn in their refinery.
  14. If it is considerably large you could make it so that it's immune to superweapons and tanks, in fact I believe in C&C games it takes 2 nukes or whatever to fully destroy a construction yard. If the building requires infantry infiltration it may work better, perhaps not a master control terminal, but something else which you need to blow up, something larger like a big generator which is easier to attack. What are the building functions? We could even introduce a new gamemode entirely, where the construction yard is the only target. Like that Unreal Tournament capture the prime node and destroy the enemy core malarkey.
  15. That looks absolutely fantastic sir, would love to walk around that ingame. The battles in there would be epic.
  16. Finally got around to doing all the blocking volumes, also added a couple tree houses to snipe from, finished end game camera, background islands and an extra infantry cave by the volcano. It's looking good and will be ready to ship soon. Just need to redo the rope bridge as it wasn't quite long enough, such a chore! Oh and those ceiling turrets. If anybody is up for doing the mini-map please let me know
  17. It's coming along, had to build a static mesh for the rope bridge. It was a bit of a mash it all together job since I've been out of the modelling game for a while, slapped a texture on without unwrap, auto collision, beautiful. Now it's pretty much a case of endgame camera and add a few bits of cover here and there. Oh and blocking volumes. That will mean everything is done apart from the Communications Center which is currently a placeholder. Got a question for you actually. I'm using a script which makes an inside auto defence turret, not sure who made it. Quite sure it's not in the core game at the moment, how will I go about embedding this into the map? and another, where/how do I release a test version? another question as well I just thought of, you know Islands now features those water mines. Is it possible to get hold of those?
  18. LMFAO, can I please have the updated script then? Did you forget how to be polite when you turned 18
  19. I love it ! Great work! "I am stuck here on this island..." Can you also attack the powerplant from the outside, i.e. is the exterior visible? Thank you. You cannot, the Power Plant is completely inside the cliff, there are however a couple ventilation shafts around the island. This is directly beneath the Nod Power Plant inside a shaft, a beacon here is devastating.
  20. Here is a video of a test with bots, you can see most of the map
  21. Finished Nod base now, this is the airstrip tower, it has a little garden and a bunker for show.
  22. Thanks Kenz that's the one. So now when the camera is close it starts drawing decent shadows. What's a sensible number here, does this number set the distance which they are rendered. I would love to crank it right up.
  23. Oh no. Every time I build lighting, every single object on the map draws terrible shadows. The trees, rocks, fences, everything. Some shadows are so bad that they don't even connect to the objects. Where have I gone so terribly wrong?
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