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Luhrian

Totem Arts Staff
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Posts posted by Luhrian

  1. Hey,

    first of all I want to thank you and everybody else who supported us with a donation.

    Although we will not share too many numbers for reasons, that were explained by Hande above, we are planing to bring a bit more regular transperency into the development process in general, so you don't feel like you are donating into a black hole of nothing.

    • Thanks 1
    • Haha 1
  2. Constructive Tyranny has introduced Friday Pugs, after a considerable amount of players have asked for sessions on Firday.

    They are pretty much the same as the normal weekend sessions, they start at the same time (19:00 UK Time) and are organised and balanced by the same people. The only significant difference is, that the voice chat is over on the CT discord and not the RenX Community discord. The sessions tend to be a bit smaller, yesterday it was 16v16, but since it was only the second Friday Pug ever, the turnout could increase in the future.

    In case you want to join next week, here is the discord invite for the CT server:

    http://discord.tyrant.gg/

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  3. On 1/16/2021 at 10:17 PM, isupreme said:

    I played a game on Walls yesterday.     In front of our nod base I could not even stand on the defensive platform.    ( the ones immediately left and right, just outside the wall)     The tiberium damage was intense.

    Surely we do not mean to make these fighting positions useless ........

    Since I had to make some changes to the map anyways I fixed that issue. The Tiberium volumes are way more accurate and you are able to use these Infantry cover things (no idea how to call them). Should come with the next patch.

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  4. Hey community!

    As you may have noticed, Cliffside isn't really offering a good gameplay in the current state. After an internal discussion we realised, that we have 2 options to improve the gameplay on this map:

    1. replace the current version with the original cave version
    2. improve the current version of the map.

    Since both options have their pros and cons, we decided to let the community decide what to do. To help your memory to remember how the cave version looked like, there are some screenshots underneath. There is also a little list, what we would change, if we improve the current version.

    Thanks for voting!

    Note: Poll will be closed 7 days after the post is released.

    Spoiler

    318838781_Screenshot(893).thumb.png.6fc9ae6c461d12f0918f6e883e5dd0f9.png1023247616_Screenshot(892).thumb.png.02d8cc61567851be7fab24dcb9912158.png2114548552_Screenshot(891).thumb.png.57f44632e5cfab97ed520163ca5affa4.png989281089_Screenshot(890).thumb.png.7845d767f7c4940c67518951efe68cbc.png528688153_Screenshot(889).thumb.png.fbfb2c75ceb8872bc6455159b235fe77.png723040929_Screenshot(888).thumb.png.810f8b4e9f37ae89bc57fa5d86fc095b.png623006139_Screenshot(887).thumb.png.5c14594f28d5555c4edbb27d84c4f74d.png

    What would be changed, if the current version would be improved?

    Spoiler
    • Obelisk and AGT won't be able to shoot the infantry passage at the tiberium field
    • the tiberium field will offer more space for tank and infantry actions
    • some changes to the exit only way and the Infantry area on the hill
    • the base to base spot at the tiberium field will be blocked
    • it will be harder to infiltrate GDI Barracks

     

  5. Hey,

    Let me clarify how I look at the topic Field X

    On 10/26/2020 at 1:17 PM, kira said:

    - harvester trip time difference between nod and gdi. 

    That is not true. You may not believe that I loaded the map and sat down in my chair with a stopwatch and wachted both Harvesters do their thing, but I did and I can tell you, both Harvesters need the same time for a round (about 2 Minutes and 10 seconds, Nod's harv was even a second faster in my measurement). But it is true that the first Harvester from GDI is faster than Nods. The weapons factory is just closer to the tib field than the airstrip dropoff, there is nothing we can do about it, without re-designing the whole base, which is not going to happen, at least no because of a few Harvester seconds. Furthermore this little delay does not result in a major disadvantage for Nod, since we are talking about a few seconds.

    Note: I even wanted to record it to prove to everyone that they need the same time, but that would've been to much work for nothing, even for me.

     

    On 10/26/2020 at 1:17 PM, kira said:

      - side path allow the initial cap team to hold stance and make very diffcult to break their defense, even at this state, most players just rushing through the   open field and die fast due to not understanding the map dyamics

    If the players don't play the map correctly it isn't the fault of the map, is it?. It is a part of RenX to watch your surroundings and to recognize how you should play to get the most out of your unit. If everything is easy, there is no learing experience and the game gets boring very fast.
    Furthermore you should never forget, that it is just a remake of another map, so there shouldn't be too many changes to the original field design. I think the current one can work pretty well, especially if we add something like @orca's suggestion.

     

    On 10/26/2020 at 1:17 PM, kira said:

    - side paths too close to base entances , shouldn't have direct line at least into base.

    Wouldn't sending every vehicle, that wants to enter the side path over a field with no cover, result in a even worse situation for the base locked team?

     

    2 hours ago, kira said:

    This whole sideway path is unballancing, maybe consider making it infantry path only? 

    Then we would have Field with a huge Infantry path, that isn't really an upgrade in my opinion.

     

    2 hours ago, kira said:

    i don't say like narrow it but just block vehicle to drive from it up until certain point.

    Same thing as above, would result in a worse situation for the loosing team.

     

    What is true:

    • base locked teams have a too hard time trying to swing the game (positioning disadvantages, rush shutdowns via comm center)
    • Nod Obelisk could use a bit more range, since vehicles can bombard the base in sight of it, but not in range
    • Harvesters only benefit the winnig team, since both Harvesters will die in a contested Field, maybe we should move them somewhere else

    In my opinion this problems are the ones we need to adress.

     

    Don't take my cirticism to hard, just what I think about the topic.

    Thank you for your comments and ideas!

    Luhrian

    • Like 2
  6. Not a bad idea @orca.

    On 10/26/2020 at 2:24 PM, I Sell meme Boy said:

    Map feels fine, baselock is the problem if there is one, so I don't think the team with free roam needs the radar station. I'd get rid of the tech building at the outer route.

    I agree, the comm center isn't really benefiting to the map balance atm. Way too easy to shut down desperate Infantry rushes.

  7. Hey everyone,

    I pretty much finished the Forest rework today, here are some pictures.

    Spoiler

    1049321181_Screenshot(809).thumb.png.bc8864236cc7ec498038b8259c8b074c.png

    623501744_Screenshot(815).thumb.png.ca88750b360e8e7461df9b2bbe4c9564.png

    1303889245_Screenshot(814).thumb.png.71b9891c7a4cfd15e945820f92d57a66.png

    2119859978_Screenshot(813).thumb.png.f5ede72af9ccac16ee18676982cabdc2.png

    2071919902_Screenshot(812).thumb.png.6395cb1883a4209f9ef934eba07d5280.png

    689129981_Screenshot(811).thumb.png.7975f87d391b37d4865aae29990d2ce7.png

    2111162692_Screenshot(810).thumb.png.8003717e8042c760515cd1962d1ab653.png

      

    This new version is more than 30 MB smaller than the current one and the number of actors has been reduced by 30%!

    Hopefully all FPS problems are fixed now. Furthermore there are some new features, that will make defending much easier now, including 2 additional exit only paths at the base entrances, a turret at the back path and an Infantry only podest. Also the field layout has been changed, GDI will have a much harder time now and I hope we will see some good tank fights in the field and not just GDI Mammoths rolling over everybody. The Pipeline path is open again, but is much easier to defend than before. Also the ecenomy is much lower now, it equals the one from Field X with about 4,2 credits/second.

    Since this map was a community project when I started it, I decided to give you the opportunity to take a look inside it. To avoid problems with already existing map files those files are called Forest X.

    Download them here:

     

    If you decide to take a look inside the map it would be very helpful if you report any problems you can find, just write them here or pm me on discord (Luhrian#1169).

    Thanks in advance!

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  8. On 9/1/2020 at 9:16 PM, roweboat said:

    As another small piece of feeback... I think the extra character models standing around are an interesting choice, but are actually a bit confusing during gameplay.

    Yes noticed that too, already removed.

    On 9/2/2020 at 12:30 AM, Quinc3y said:

    my 2 suggested changes is to decrease the harv dump credits and put the tib field closer to the pipeline exit so that infantry can shoot the enemy harvester reliably from the distance, but not c4 it (because the pipeline exit is one way only)

    I had something similar in mind at the back entrance, but your idea might be even better. Unfortunately it will be a bit complicated to build this without allowing tanks into this area, but I will do it somehow.

    On 9/2/2020 at 1:19 AM, Mystic~ said:

    My only suggestion would be to add stairs to the reinforced concrete barriers and arches and add some parapets to the top in each base so it allows infantry to shoot from up there down against approaching tanks similar to Tomb and Walls. Presently on this side tanks and infantry get caught up together and there's little elevation for snipers to shoot down on engineers and enemy tanks get a very narrow choke point to bombard.

    Stuff like this is also planned and already partly implemented.

    • Like 1
  9. Hey everyone,

    first of all thank you for the feedback, it is most important for improving the map.

    Since I'm back at home now, I already started working on the map. My plan is to make the map smaller and reduce the number of meshes used to improve the performance. Furthermore the Tiberium fields will be moved to the back entrances, so there will be less harvester rotations and less money. I'm also thinking about some changes to the pipeline path, which is exit only right now, but I'm not quite sure what to do with it yet. I'll probably make a plan for it after I finished moving the refinerys and tiberium fields. The ideas for the main field are also interesting and will be considered,  I don't have a detailed plan for this yet just a general idea, but both paths wont stay as they are, that's for sure. Also thought about making additional exit only tank paths to the front and back of the bases to make give the locked in team an advantage.

    Anyways, many things on Forest will be changed and I hope I can rely on your feedback to improve the gameplay now and in the future.

    Thanks in advance

    Luhrian

    • Thanks 1
  10. I think Field X is in a good spot in terms of balancing, it is very possible to win with Nod on this map. The problem is mostly, that the players, especially the newbies, don't really understand how to play on Nod on this map. Furthermore I feel like ppl on Nod are mostly not ready to be Field repairs and that will result in loosing the tank and economy battle, no matter how good the tankers are performing.

    So what are the objectives for Nod to win on Field X?

    1. Kill Harvester, save your own if you can

    2. Take Silo and keep it

    Many people underestimate the impact of the additional credits the Silo provides. Especially if both teams are unable to secure the Harvester, and that's often the case on Field X, the Silo gives your team an edge in the economy war.

    3. Take long path

    Ignore the main field. It is just a huge exposed space with long sightlines. The enemy can shoot you and sit in save positions, nearly impossible to accomplish anything there.

    Focus your recourses on the long path, it is very easy to get some progress there, since the big slow GDI tanks are struggling in this small space, especially on the bridge near the comm centre. Control over the long path will also grant you control over the main field, since all tanks there are pretty exposed and easy targets if you manage to flank them on the long path.

    4. Don't get tunnel rushed

    I know it is a pretty frustrating thing for the enemy, but I always appreciate some camping artys. Loosing Hond to a gunner rush will reduce your chance to win to 1%.

    5. Late game

    If GDI is locked in, just do usual Arty bombardment, Infantry and stank rushes are also  some good strategys.

    Follow those steps and you have a pretty good chance to win. In my opinion changes to this map are not necessary.

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