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Everything posted by Luhrian
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The grey area in the middle is water. It looks a bit differnt, because of the fog. I'll see, maybe on Friday, what I can do on the other points from @Ruud033. Thank you for your help.
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So, I made some changes on this map (based on the version from @Madkill40): changed the landscape material removed shadows from the background trees removed shadows from Skeletal Meshes fixed some blocking volumes added some more stuff to the map removed the Tiberium Silos (will be replaced through @TK0104's Team Silos soon) That's it. Thanks to all, who are supporting me to finish this map. @Ukill be a bit more special, I don't really know wich objects you mean. But I can say you that I mostly changed nothing in the Actor Properties. DL-Link: http://www.mediafire.com/file/ge0038gtse2ci5s/CNC-ForestV0.1.udk
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Is it happen every time? If it crash every time you have to reinstall the game. I was talking to @Schmitzenbergh and he said it is a bug from the UDK and not from Renegade.
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I would never say no, if someone want to try it. So if you want to try it, just do it.
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I know about this buggy.I added many buggies in this map to be faster at Point A or B. In the final version it would be removed, but it isn't a final version. I don't even added some grass. If I try to build the lights, it is crashing always. At the moment I have one idea to fix it: Open 2 editors one the first editor you are opening CNC-Forest on the second you open a blank map copy the landscape and the rocks (right click on a rock -> Select -> Select all with matching material) to the blank map build lights If you have sucess you can take the Tiberium, trees, and the other stuff and build lights between that. Maybe we'll be lucky and it is working. The problem is, that it takes a lot of time. Time that I don't have at the moment. But maybe you have enough time to do that. It isn't forbidden to try it.
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Yes you are right, it should be fixed now
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Yo guys, long time that you heard something about this map. It is sad that I must say that I can't finish this map, because I can't build any lights on this map. But for me it is ok, I learned much while developing this map. But I want to show you some screens what I've done on this map. What would be special on this map? The special things would be: Tiberium Team Silo near base, not inside the base (is only killable with Infantry) The Harvester is only killable for Infantry (not if you have 8 Flames or Meds in base, but I think you know what I mean) DL-Link: http://www.mediafire.com/file/p76hddqr91rwdxs/CNC-Forest.udk WARNING: THIS VERSION IS ONLY FOR THE SDK, YOU CAN'T PLAY IT IN THE GAME I want to say everyone who helped me with getting started with the SDK or get rid of some bugs. But I hope you'll like my new map that is currently in progress. So let's see that we can make some new and better maps.
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That to Hand of Nod sneaking isn't a big problem, because it is nearly impossible to get without getting spotted.
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This tree is weird anyway. He is just in the rock just remove this tree
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The placment is ok, if you have like 2 or 3 defenders and some eyes in the tunnels, it isn't easy to sneak into ref. I made that a few months ago very often and I know it is easy to prevent sneaking into the Nod ref. And I have to add something here. It is about the Harvester Paths. If you take the time of a GDI harvester attackable in the Field and the time of the Nod Harvester attackable in the Field, you see that the Nod Harvester is 15 seconds more in the Field. So GDI has 3 advantages here: 1. The Harvester is spawning closer to the Tiberium Field 2. The Harvester can survive easier, because the Harvester has a shorter time in the Field 3. GDI is getting the Harvester dumb earlier It would be ok if we move the tib Field a bit closer to the Nod base.
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Ok update: Well, the floating containers are still floating I am sorry, but it seems that you have to rebuild the paths and lightning But the rest is fixed. Maybe DarkSnake or Try Out can find some more.
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You have a point, but we'll see how bad or good these changes are. Maybe @Fffreak9999 can add it to the CT rotation for a few days to see how this is working. But for this @Ruud033 have to upload the map. Then we could find out if the changes are good or bad and fix them before we add it to a new Patch.
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So let's see if I can find some new bugs I hope @Fffreak9999 will add it to the rotatation as soon as possible
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Oh that is good to hear
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You forgot Mesa. But I think Under is balanced, because the strip dropoff protect it very fast from enemy fire.
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Soo, I tested the map on the TO server with Try-Out and here are some little bugs. (don't worry it should only take like 10-20 minutes to fix it ) Bug reports: So, now my personal feedback: Special thanks to Try-Out, who was helping me to find these bugs. So that's it for now
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First Game: Walls Flying The team from I think @Gliven spammed meds out of their base and locked Nod in the base. At the same time a SBH squad were destroying both Sam Sites. Nod tried to break the lock with Apaches, but that doesn't worked. The buldings died one after the other. @CampinJeff vs @Gliven 0 - 1 Second Game: Complex @CampinJeff's team started a Med spam and @Gliven's team started an Arty spam. After some perma on the Weapons Factory, the Artys were destroyed and soon the GDI team started to lock Nod in their base. The GDI Medium Tanks were rushing in and deployed an ion on the end of the strip and destroyed it. The Refinery and Hand of Nod were destroyed by tanks from the outside and by an ion canon. @CampinJeff vs @Gliven 1 - 1 Thrid Game: Lakeside Flying @Gliven's team denied the stank rush from @CampinJeff and started to lock Nod in their base. The Nod buildings got a lot of perma and @CampinJeff already wanted to surrender, the GDI did a med rush and all tanks got cleared by the Nod team. The GDI fogot to get new tanks and Nod got some really important Harvester dumbs. Then, after like 3 stank rushes and a lot of perma on the Weapons Factory, Nod made an Apache rush and destroyed the GDI refinery. After a denied Sydney rush the GDI team surrenderd. @CampinJeff vs @Gliven 2 - 1 Fourth Game: Mesa Nod lost the first Harvester and GDI saved their Harvester. So the GDI was able to counter their Artys very fast with Medium Tanks. After the GDI got the short side, they destroyed every Harvester on the long side and saved many of their Harvesters. After like 15 minutes the Nod Refinery were destroyed by MRLS, Mediums and Mammoths. I am not sure, but I think the Nod team surrendered after that. @CampinJeff vs @Gliven 3 - 1 I think the Pug wasn't very bad for both teams. @Gliven's team did a good job on Lakeside and Walls, but sometimes they forgot to do important things, for example get new tanks on Lakeside or on Mesa send more people to the Harvester to kill it. But I just hope, that everyone had fun today. I like the Pugs from the last weeks and I'm looking forward to the next Pug. And it was nice to know that on the Pug server and on the CT Marathon server were more then 100 people online. RENEGADE IS GETTING GREAT AGAIN!!! Don't make it good - Make it better. See you on the next Pugs, guys.
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The problem on WallsNF is, that the crates on the plateau can spwan tanks. If you now drive down with your tank, you can drive on the Vehicle Blocking Volume.
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Oh, they will be really happy to her this I think the biggest problem is the time, it isn't very easy to find in every week a few hours to talk about the plans for the future from this map.
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Good to hear that
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Yoo Ruud, Patch 5.285 is coming soon and I just wanted to ask, if you added the new Complex version to the patch. If you didn't when will the new Complex be included in the game?
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I'm glad to hear that P.S. Maybe you should think about CNC-City and ask some Devs for help for this map. Everyone who you ask, wants to see this map. They want to see it really. I'll make screens next time, if people talking about it.