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Redline

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Everything posted by Redline

  1. Heavily modified the 2 vehicle path entrances to nod/gdi base. Lots of gameplay balancing, testing arty/mrls angles. Also modified sneaky paths to make them more balanced. 3 Turrets for Nod. 2 GDI guard towers. Hoping to push a new version sunday.
  2. I would focus on creating the 3D Model either custom or built with static meshs. Add lights, spawn points, all the bells and whistles other prefab buildings come with. Next step would be adding a ton of kismet to the building prefab, I'd go on teamspeak and talk to Ruud, Kenz, or anyone else good with Kismet on what you need to do.
  3. Something along the category of "Youtube Poop"
  4. Redline

    [MAP] CNC-Snow

    Expand the vehicle tunnel. Make a small alternate path that creates "kinda 2 paths". Best option in my opinion without changing the map dynamic.
  5. @Nappy Thanks for checking out the map today. I'm considering restructuring the entire tib cave entrances. Make them more narrow (walls size) and make the angles for AGT/OB more like Old ren Mesa style. I took care of those cosmetic issues, now I'm focused on gameplay. 2 Turrets for nod, only 1 guard tower for gdi seems fair. I'm thinking of sinking the AGT lower in elevation to make it easier to hit cave entrance I did something similar with the obelisk. I'll have a MRLS/Arty testing session on the next version.
  6. nice! I would ask ruud or someone who is good with kismet to help build the actual in game function. I'm all for new buildings to spice up the gameplay.
  7. all aboard the hype train. the next line up of maps to be released is looking awesome ...repair pads, EMP cannons, tib sun vehicles...all this reminds me of old Ren custom maps. well done henk. it would be nice to have these special features as a prefab or something similar to make it easier for future map implementations. GJ!
  8. V1.4.2 https://drive.google.com/file/d/0B_nllW ... sp=sharing Fixed harvester pathing Fixed material issue Included all materials/assets and no longer reference Beachhead package (I think). Fixed recon bike text & other misc stuff Test it for me. Hoping for no more texture issues.
  9. The problem with city is that its gameplay was a snipers paradise. Too big. Too flat. Too boring. I've experimented with creating a bridge using just in game assets but the length that City's bridge is it does't look right...or play right for that matter. A 1:1 remake (see Canyon) just doesn't feel right for Renx. The middle area / bridge / tunnels need to be re-imagined from the ground up in my opinion. This is a map that needs 2-3 Map makers 100% on board. Honestly I rather just see new maps.
  10. Your at where I was about 2 months ago. Those massive hills with the landscape tool. Replace them with rocks now. Just start stacking rocks forever until you've got the entire map layout done. Thats my advice. Helps prevent a lot of replacing structures and redoing lots of landscape stuff. I'd also ask the makers of Snow & Artic stronghold to borrow some assets. Or just go to mesa & under to get stuff.
  11. Speaking to the complex gameplay I think there is more we can do in terms of user interface and showing new players common strategies. I'd be happy to make pictograms and other icons for the UI. Like silo icon, harvester status, small vehicle icons that appear from spotting, maybe an enlargeable minimap. I think renx can draw upon lessons from bf4 and tf2 to help new players learn strategies. Icons above players heads that are calling for reps or different icons on the minimap for tanks calling for reps. I know some of this stuff might exist in a form of the commander mod. Let's embrace new players. At its core renx will always make me remember the original. TLDR Haters gonna hate. The gaming world and "beta/early access" scene is filled with haters.
  12. Hmm. Some landscape smoothing must have broken a node path. I'll go over it. Odd I added that exact text. Will take a look at the kismet. It's 600 for a bike. Limit of 2 at any time. Also aware of a material issue on a static mesh glacious pointed out.
  13. V1.4.1 https://drive.google.com/file/d/0B_nllW ... sp=sharing Changelog: Fixed LOD on Trees Added 1-2 blocking volumes to objects that didn't have collision I have walked all edges of the map. Tried to get stuck everywhere. Used vehicles to test everything. Searched for all visual bugs. No more collision bugs. Landscape has been smoothed 1000 times, 1000 different ways. Let me know if you guys find anything.
  14. I need someone to go through the map and confirm there are no gamebreaking issues and that it is ready for release. V1.4 https://drive.google.com/file/d/0B_nllW ... sp=sharing Changelog: -Improved lighting -Tracktire decals on the main paths -Lots of cosmetic changes to make it look pretty -More terrain smoothing -Tweaking blocking volumes -Some other stuff Ruud went through the map with me and helped me optimize a few things. I truly feel this map is 99.9% done and ready for release. Glacious you don't really need to redo the loading screen. Yagi you will probably want to redo the minimap with this or hopefully you did everything via layers in Photoshop so you can just replace the images.
  15. 2 minutes is wayyyyy too long. I would say like 30-45 seconds max. Something you capture and then in 2 minutes it activates and has a cooldown of 5-10 mins for your team.
  16. Lol it doesn't need flying units. A map needs to be designed with that in mind from the start. It's a bit too big and open on the tib field. The other path is too open as well. I'd recommend closing more of the map off with rocks near nod base as well. I like the fort walls they are just a bit too long. In short, more rocks, more cover for vehicles, more chokepoints less open field for mrls to wreck anything that dares leave base.
  17. I moved some boxes. New static mesh = compile lighting again. V1.3.1 https://drive.google.com/file/d/0B_nllW ... sp=sharing All issues banana raised in his album have been fixed. Wave 2 of final bug reports hit me.
  18. Yeah thats nice, but I'm not sinking more time into soft boundries. Maybe in v2 I'll add em. For now I just want to make this ready for gameplay. Compiling now
  19. Okay. Took care of the blocking volume issues. I will block the side of the bridge that goes towards the beach, but I will expand the existing vehicle dmg volumes that are on the silo side. I want you to be able to push enemy tanks off the side of the bridge and make them go boom. Running some errands, but by this afternoon I'll push another version with the following changes. 1. More boxes & shit in the tunnels, not trying to pull an islands/field tunnels of constant sniper death. 2. Physics/hitboxs issues with tiberium crystals will be redone. 3. Blocking volume to prevent getting on plane tail 4. Watch yagi's tutorial on fixing soft boundries. I think I can still fix mine I just need to make it so you can't touch any of the edges or bottom by placing overlapping blocking volumes.
  20. Meh I can take care of all those issues in 2 hours tomorrrow. I'll get aggressive on the blocking volumes. the bridge is intended for vehicles.
  21. Your going to have to select a lot of the rocks and the rivers (make groups) that are above the cave & infantry tunnels. Go to their properties and attach a tag, label, or name to them. Then right click and uncheck visibility. Take a screenshot of the map with rocks visible and then invisible. Blend in photoshop to reveal tunnels. Use opacity to make it look nice.
  22. Cliffside 1.3 released. See release thread for link Ready to play. Yagi since the minimap is going to be a bit more complicated we'll save that for the next version.
  23. Version 1.3 Release https://drive.google.com/file/d/0B_nllW ... sp=sharing -Endgame cameras added. Landscape smoothing. Ready to be included in new patch.
  24. The only thing that would cause Renx to die is a lack of monetary support for server owners that actually pay for anti ddos services. Perhaps a strong commitment and shoring up of donations from everyone might help renx grow in the future. #bong4president #25inyourpocket
  25. I think it would be really good if we had a new trailer for this next patch with all the new maps to showcase how far the game has come. Having a youtube link loaded on your phone to show the person at the front desk and/or a person that speaks with you for a few minutes would be key. We need a 30-60 second trailer showing off the new maps, and just some cool organized gameplay. Much of this footage could be taken from fobby's old vids probably. Presenting this as an easy win for EA is the priority. The game is already developed, they have to pay no one, its a great PR to help a free indie game, etc... @Djlaptop If you drop off this letter do you think the person at the front desk will actually give it to the right person? The last thing we want to do is piss off EA, but at the same time doing nothing isn't helping the game "thrive" either. Unfortunately RenegadeX has little to no marketing team.
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