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iridesence

Phase 5 Beta Testers
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    Nod
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    something

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  1. latest build here: issues appear to be corrected for now! hurrah! desert map.zip
  2. at the very least, here is the latest map build. no idea what is causing that "lighting needs to be rebuilt" error message to appear even after building lights, but the map works fine, and even has the finished lighting ingame regardless.
  3. does anyone know why the ingame client keeps saying i need to rebuild lights even when i build them in the editor, then immediately save, then transport those files without touching or modifying them to the live client. in the editor it says my lighting is golden(aka no warning message), but ingame i get that damn message on screen that they need built. builds lights in editor -> 5 hours later it finishes and i save the map. -> editor says nothing needs to be built anymore -> move saved files to game client. -> game client says "lights need to be built" ingame when loading the map. ive repeated this process 3 times now and nothing changes
  4. new hotfix to address some minor gfx issues found, updated map attached below: edit file removed due to unforseen bug please use the previous listed build. will rebuild that one for testing overnight.
  5. since toxicity was removed from the client, its apparently caused graphical errors with the map, so this hot-fix should solve some issues. -basically created local copies of the referenced material into the maps own files, and told the map to reference them instead of toxicity. download will be attached below:
  6. initial performance pass for the map done, thanks to @luhrian and @Fffreak9999 for assistance with that. this should help make the map run smoother for lower end pcs hopefully.
  7. performance & visual passes are being worked on in the interim, thanks to @Luhrian @Fffreak9999 for assistance with that.
  8. video tour of the map for those interested
  9. map update! this should be the final version for testing purposes! looking for mass-play tests at this point to see how the map plays. any future updates will occur only after mass playtests. New in this version: -updated minimap (kudos to @Madkill40 for minimap assistance) -cosmetic terrain changes -small lighting details. -minor AI pathing tweaks. -stuck spots removed -airstrip drop mechanics improved a bit cosmetically (shouldn't clip into stuff as obviously as before).
  10. new update for the map. -adds the above mentioned content (gdi tunnel, and advanced defense improvements) -minor terrain adjustments (for cosmetic purposes). -a few stuck spots removed. -nod harvester pathing slightly improved minimap to be updated in separate update to reflect changes to map.
  11. added a tunnel to the rear of gdi;s base for parity reasons. (nod has 2 buildings vulnerable to infiltration vs gdi's 1) should help with balance. Gameplay changes: Obelisk & AGT now have increased firing ranges. vehicles will need to enter the firing radius to attack the obelisk and AGT. However: MRLS, Arty, gunners, and rocket soliders can still outrange them.
  12. screenshots of updated version. silo field update: gdi base in the out-of-bounds area made to look a bit better (for cosmetic reasons)
  13. New version available for download! -reworks some of the terrain a bit. -"production" level lighting instead of "preview" level lighting. -adds on to the out of bounds GDI tech lab base to make it look a bit better imo. updated minimap to be released later to reflect new changes.
  14. a part of the map by the silo has been getting my knickers in a twist as of late, so i decided to rework a bit of it. it has now be transformed into a sort of "slot canyon" type area. tanks and vehicles can still drive around it fine, but there is less room to wiggle around in there, and there is some soft cover for infantry there in the form of raised terrain that vehicles can get on top of, but not immediately.
  15. It was just a thought I had at one point, but why not have hosted events.. ..say a "mini pug" on a certain day, say fridays. where a singular map is played a few times with a group of dedicated players. it would be like the normal pugs but every week the selected map could rotate to a different map on a list. (essentially the same map would be played for that day) for example: -Week 1: walls -Week 2: eyes -Week 3: storm -Week 4: cliff side -week 5: under -week 6: (custom community made map) after the list is exhausted it would restart from week one. this would give more maps attention and might help shake away some of the staleness of playing the same 3-5 maps all the time. (then again, i am also biased toward certain maps ill admit) And adding in the community made maps might be a way to freshen up the experience by trying new things as well. having said all this, i haven't shown much interest in normal pugs before so im not 100% sure exactly how they are managed rotation-wise, so if its already like this then just ignore my words.
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