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Redline

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Everything posted by Redline

  1. I did some stuff. http://imgur.com/a/PKjwA
  2. Expect a polished Cliffside to test this week. Map is 90% done.
  3. Make Renegade X Great Again. Bring back the pickup truck #2016renxelection I do wish for a 2-3 person vehicle that each team would get 1 at the halfway point in the game. Similar to the Chinook in having a driver with maybe a machine gun and then a gunner with the main cannon. Then make the tank only last for so long before it runs out of fuel? Or make it an escort the tank gamemodee (see tf2 payload mode).
  4. original post has up to date info on which models are done. Seems a lot of texturing/animation to be done.
  5. I strongly favor the idea of an additional building like a "Power structure or Core" that has a beacon pedestal. No function other than blowing up if its nuked. Something that isn't dmgable othewise. I think once a building is dead its dead. To have to defend rubble seems odd. #realism
  6. I think you should scale back the ambition (unfortunately). I think focusing on getting 1 specific building or 1 specific base defense model (like tesla coil for instance) into the game would be a great first step. The total red alert 2 conversion should happen slowly over time. There is already so much accomplished in my opinion. I think we need a discussion on what some of these new buildings might do differently so mappers such as myself can start thinking on how to design a map around them. Cliffside should be "relatively done" by the end of this month so I'm looking for something fresh/new to work with.
  7. Officially going for next weeks PUG for testing, but maybe a version for this Saturday's PUG potentially depending on how much I get done before it. Fixed: Tiberium Dmg Volumes Vehicle Blocking Volumes Map perimeter Blocking Volumes (I will add soft boundaries if they are appropriate anywhere) More AI Nodes Lighting for Infantry Tunnels complete Expanded Silo area and added additional tunnel path to shorten distance Restructured Nod Base (Still work to do on tunnels, and landscape) Mystery Box's added & restricted for no vehicles on some To do/Issues: Ladders need to fixed Some more blocking/tiberium volumes needed End Game camera Spotting areas Minimap Grass/Foilage details and viewing distance to be reworked. Some minor props/details to be changed in Tib Cave
  8. I like the idea of new game modes based off a mega vehicle, but again maps need to be designed around them. Think of the Halo 2 mega vehicle. I think escorting this type of vehicle would work great. Also think TF2 Payload movement through the map. Tank only progresses if GDI or Nod Players are nearby.
  9. After X minutes. Tiberium Sun vehicles can be purchased. Maybe that has the potential to bring new momentum to a stale mated match/map. Again spitballs. I think its a shame all those tib sun vehicles are only available to a 5% chance on a crate.
  10. Super excited to use some of these new buildings and base defense models. I think some new gameplay objectives / defense objects will bring a fresh experience. Any plan for how the game mechanics will work with the ore refinery? I see half the models made here need texturing still, and animation, and code itself in the game to make them actually function. All this new stuff is amazing, but coordination needs to begin with map makers if we want to see it all in action.
  11. +1 to more maps yosh. I'm excited to see all those Red Alert 2 Building models make it into the game. New buildings even if they don't have new functions will spice things up a lot for map makers, and gameplay in turn.
  12. No river. If you want rivers like lakeside you build the map around them. It's very difficult as I learned to throw rivers in after the landscape and rocks are placed. Like I said too many changes and hardcore under fans will riot. If those fans exist...
  13. Its really hard to see the grading and landscape changes due to the white snow. Maybe pictures in Lighting Only mode (Alt+6) I do like the idea of 2 vehicle entrances. I wouldn't touch the infantry tunnels for now. Tunnels are...annoying to fix. Be careful of the Line of Sights on these new paths for AGT/OB. Maybe make them single file vehicle skinny for easier balancing.
  14. Thanks for the honest feedback. I agree about the infantry tunnels being too long. I have a plan to shorten the distance to silo if just means separating the two paths potentially. The strip tunnel I could shorten or simply angle the strip a bit so its a little less deafly with ions. More props down there or a bend is prob a good idea. I'll play around with it. Fixed: Harvy pathing Ai nodes added Landscape sloping infront of bases leading to caves regraded Still much to do, but I believe its aleast half playble for now.
  15. My mistake. Just delete the overwriting file then. Since beachheads files are there it should run fine.
  16. Its about time I had other people test the map. Get the link below. It references beachhead materials so hopefully there won't be an issue since I included the beachhead Env. package. Beachhead should be on the test server anyway. https://drive.google.com/file/d/0B_nllW ... sp=sharing I'm looking for gameplay feedback and suggestions for balancing. There are many minor details to take care of. Known issues: -Harvy pathing needs fixing -AI nodes not added -Blocking volumes for vehicles / perimeter have not been added. -Minor texturing/landscape work -Additional lighting needed for infantry tunnels -Dmg from tiberium not added -Endgame cameras not added -No Minimap / Preview Pic of map
  17. Uploaded a version of Cliffside for some gameplay testing https://drive.google.com/file/d/0B_nllW ... sp=sharing Need to learn how to do stuff on the IRC or the official test server.
  18. Hussling this map along here. Shooting for a pre pug play test in 2-3 weeks. Landscape and infantry tunnels are done. To do: Lighting AI stuff Harvy pathing Blocking volumes + soft boundries
  19. Interesting concept. Can you upload the map please. I'd like to "borrow" that construction yard looking static mesh thing you built. Looks sweet gonna put in my maps gdi base, but just for style.
  20. Huge progress update. See album link below http://imgur.com/a/oKqat Would say map is 70% done now.
  21. 1. Go to your renx game folder. 2. Copy all maps 3. Paste in UDK Renx Map folder 4. Open the maps from the UDK folder. Copy bridges, partial bunkers, and other structures from maps already made. 5. Alter them to your liking 6. Profit Fastest way to rapidly develop complex structures and map features.
  22. 5 Seconds soft boundary. No one ever dies from it. People wont learn without a little bit of failure. Do it for the lulz.
  23. I say we start preparing the excel list of youtubers for the next big patch where we get 2-3 maps released. And whoever wants to make a new video I suggest finding pug footage where we are doing epic rushes and compile something like this "This is Ren-x - Uncensored"
  24. Thanks. Going for the feel of a 70% size of Eyes, Tank game play of field, No air units, environment of islands/field, a cave somewhat similar to original mesa.
  25. Yo dudes, Its quite apparent ren-x has a large and active developer base, but the player base doesnt seem to reflect it. I've done kickstarter projects in the past and one of the easiest ways to get more people is through youtube. There are Small-Medium sized (10,000-100,000 subscriptions) Youtube gamers that tend to try out new games & review them. I say we create & crowdsource a Google-Docs excel sheet with links for a couple dozen youtubers. The document would provide a list of twiter / youtube contact links. After we collect enough names, we get as many people as we can to send the medium sized youtube gamers a humble letter someone might craft with plenty of links to awesome gameplay/trailers. Bring it a step further. Invite them to a 45+ player pug match with developers on teamspeak. They create a dozen free videos, Ren-x gets free advertising to an untapped gamer market, and they get their ad view revenue too. Everybody wins. Thoughts?
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