Jump to content

Xuanne

Members
  • Posts

    25
  • Joined

  • Last visited

Personal Information

  • Allegiance
    None
  • Steam ID
    Xuanne

Xuanne's Achievements

Newbie

Newbie (1/14)

0

Reputation

  1. Yup no servers for me either ):
  2. I think the Construction Yard should allow you to rebuild any building for a hefty price (maybe 5000 creds?), and the building will take some time to fully rebuild (1 min?), during which it is vulnerable to damage. Any damage dealt while rebuilding will be reflected in its health component, to a minimum of 10% health upon completion. Sent from my GT-I9506 using Tapatalk
  3. The map where I'm the most paranoid in. Sent from my GT-I9506 using Tapatalk
  4. Well guess people can't complain if I camp now ^^ Sent from my GT-I9506 using Tapatalk
  5. Sorry, what do you mean by 'don't try same buildings, except Obelisk'? edit: just saw your map CNC-Coastal, looks awesome It means, don't place two power plants, don't place two Hands of Nod, etc. But placing like.... two or three Obelisks is cool. (Technical wise, not the 'omg unbalanced map' wise) Ohh ok nice, thanks Sent from my GT-I9506 using Tapatalk
  6. Maybe also make it such that the team that capped it has to wait 1 min for their faction scientists to "understand" the tech before you can purchase it, then if it is uncapped before 1 min then the timer is reset. And instead of Mammoth MkII (have you seen vids of it in the tiberian sun renegade?) Maybe allow the disruptor to be built instead. Just my 2c Sent from my GT-I9506 using Tapatalk
  7. Is the infantry ramp on the GDI side of the tiberium field supposed to be not climbable? The ramp on the left of the tiberium field (opposite the bunker ramp) which is made of a rock. I couldn't jump up on it even though it is at an incline and looks like a ramp. Sent from my GT-I9506 using Tapatalk
  8. The thing is that on Field, the area behind the barracks and WF are rarely traversed by GDI, since they have no reason to be there other than if Nod has planted a nuke, whereas even if you used Yosh's method of juking the Obelisk and reaching HON, chances are Nod will see you since it's out in the open. Plus if you go the airstrip tunnel route as GDI, you will have to wait for the Obelisk to power down before making another dash, whereas Nod can simply sprint straight from the tunnels to behind barracks. I hope I am not coming across as rude or anything, as it is not my intention. I'm simply trying to point out something that didn't seem to be in the game pre-patch.
  9. I beg to differ. GDI can also run straight to the Obelisk, and run to the HON from the front if you know what angles you're looking for. Also known, and has nothing to do with the changes to the towers themselves. Really? Then what is the point of the defensive structure other than to shoot at vehicles if you can just run straight up to it? I don't recall anybody running from barracks to WF without smoke prior to the recent patch, and others have also expressed surprise at them being able to.
  10. After the recent changes to the defensive structures, Nod infantry can now run straight to the AGT or the WF without having to use smoke at all. I have also seen infantry run straight into the barracks at the start of the game, which I believe wasn't possible before. This makes the map very skewed towards Nod, since GDI cannot do the same to Nod (like running straight to HoN).
  11. Alright, I'll check out those other tutorials when I have the time, thanks
  12. Oh ok, cool. Sorry, what do you mean by 'don't try same buildings, except Obelisk'? edit: just saw your map CNC-Coastal, looks awesome This wasn't covered in Kenz's tutorial though he simply selected the parent material + the material constant thing, made a copy and renamed it as his package and voila. As I said I'm super new to SDK to I have no idea what's going on (landscaping is fun though)
  13. Heya, I'm totally new to the SDK but I had a funny (probably stupid) idea and wanted to see if I could realise it. Right now I only have a few hours in the SDK, and have been watching the first few of Kenz's videos (great vids btw). I'm at the video where he takes some materials from Goldrush and repackages them for his tutorial map. But when I try to do the same, I encounter 2 problems: 1) There is an error loading Goldrush in SDK 2) I cannot save my own package assault.jpg[/attachment] CNC-Assault is envisioned to be an amphibious GDI assault on a Nod stronghold in a small, mountainous island. Thus the map is asymmetrically created, with Nod having the advantage of an Obelisk and two turrets, while GDI only has 3 turrets around its base. However, the placement of silos and the tib field gives GDI an economic advantage. So it will be a race against time for GDI to defeat Nod, or can Nod hold out long enough to overwhelm GDI with a tank rush or SBH rush? The dotted lines in the picture in the middle and the top represent tunnels. Obviously the tunnel leading to the Nod power plant will be of great interest to GDI, and so we can probably expect there to be heavy fighting in the tunnels at all times. The central tunnels also open up to the ridge above the tiberium field, where GDI has a positional advantage to shell the Nod refinery/turrets. The smaller tunnel at the top may allow GDI to sneak into the obelisk and take it out, opening up the Nod base for a frontal vehicular assault. The tiberium field position is slightly biased towards the GDI side, so Nod will need to secure the tib field with vehicles and/or the bunker (which is slightly nearer to the Nod base). On the northern side of the GDI base will be one of those ramp walls, where units can only exit on one side (like in canyon). This means that Nod vehicles can only rush from the tiberium field, but GDI vehicles should beware that once they exit the base from this direction, they cannot go back! However, there is a ramp below the silo nearer to the GDI base that is accessible by infantry. The other silo is situated in a small valley that is shielded from the obelisk. Should GDI attempt to assault the Nod base with vehicles, they face a daunting task either way. If they go via the tiberium field, they face an uphill struggle with a narrow ramp that is flanked by turrets, and the other path is covered by the obelisk. Summary: - asymmetrical map design with different GDI and Nod advantages - GDI has fewer buildings and defences but has economic and positional advantage - Nod has the obelisk and a well fortified position Questions from me: 1) Is this building arrangement possible? To have different buildings per faction? 2) How do I solve that problem in the SDK? My SDK is not put in C:\, but in the same drive that RenX is in. I saved CNC-Assault.udk into the RenX maps folder, not the SDK one. I am using the SDK 32bit DirectX 9 latest version (just downloaded it today lol).
  14. Even flame troopers have strong damage against the MCT, I remember one game on Walls where five of us flame troopers took out WF, Ref and PP in the initial rush which was an instant gg. I agree that a chem rush is difficult to stop on Volcano, since the area between the GDI PP and tiberium field is very open and thus you can't setup an effective chokepoint. Shotguns don't work very well against chem either since both are CQC weapons, and if you commit too many infantry to PP you might lose WF/Ref to a smaller group of engi/flame/chem. But that's just part of Nod's early game and infantry advantage though, which becomes very apparent on no defence maps. I'm not sure how to balance this though, given GDI's supposed late game vehicle advantage. Sent from my GT-I9506 using Tapatalk
  15. Ah well it's just a suggestion I just felt that a guard tower or two would help blunt the initial assault to prevent too much damage Sent from my GT-I9506 using Tapatalk
×
×
  • Create New...