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Luhrian

Totem Arts Staff
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Everything posted by Luhrian

  1. Ah ok, then I just understood you wrong, my mistake
  2. Well, it is no public release, I would suggest you to send me a DL link with a private message. You can upload the file for example on mediafire, but you can put the file in your message in the forum like a screenshot. Example Zip.zip
  3. @TK0104 There are a few bugs in @IllumZar's version, so look and fix what you notice. Sadly I don't have the screens anymore. But a little example: the barrels near and inside of the GDI Refinery need to get blocked, that nobody can get behind. I think Illum placed also 2 big lights at the Nod Harvester unload point. If you don't remove them, you need to add collisions to them, otherwise you can place nukes inside of the lights. When I'm remember me right, there was a bit stuff near the GDI barracks. Take a look on the collisions and block, for example the area behind this shelf, that stuff. Also this little catwalk part has no collisions when I remember me right. Also the digger near the Hand of Nod has no collisions (or one of them I think there were mutiple of them). There is landscape inside the aristrip tower. Move these these blocking stuff near the airstrip a bit back to prevent too easy nukes. My own tipp: Place the turrets on the green marked points instead of the red points, so they don't get killed that easy P.S: About the airstrip: I think he just placed it so deep, because he wanted to test something, correct me if someone knows that I am wrong. But well, I'm sure you'll make a good job. Good luck!
  4. Well, that is just the beginnig, You'll have to cull the shit out of this map. If you want you can upload the map and, if you have one, the package and I would take a closer look on it in the SDK.
  5. Well, honestly that would be funny to see
  6. I would suggest to press No and try to reset the game. Some datas messed up and will be replaced with good ones. If that doesn't work, reinstall you game. (Little tutorial how to reset the game) (RenX download for 5.293)
  7. I don't know, if someone already said that, but you should watch, that the buildings are not so close to another building, to prevent double bulding kills with beacons.
  8. Well, I got no reaction from him yet, but I think you can work on it. Look on the sucess from Infantry maps. Then look at the shit load of work we invested, to create maps, that are not played. I think it is pretty clear, what you should do, if you want, that your work isn't for nothing. I would say, you should keep the tanks in, but you can, if the map is finished, remove the strip and WF and make 2 little optimations and ready is CNC-Sand only for Infantry. Suggestion for only Infantry map: A Refinery without Harvester is a bit weird, replace it with a Team Silo.
  9. So, what you should do with a collision problem: Rebuild your geometryand look at the map check. Maybe you'll get this error. "StaticMesh Actor X has an invailid Draw Scale", that means one of the Scale numbers is 0. If that happens the mesh is invisible and the only thing you notice is a crappy collision in your map. Pretty easy to fix, just select it in your map check and delete it. After that, you should rebuild the geometry. The only tricky thing is, that you can't see the collision in the collision modes in the SDK. (Map check CNC-Cliffside V 2.3 I think) The second error like this was, because of using the pen tool. I think @kenz3001 showed it 1 time, when he made CNC-Beach-Head. Same thing like above, you can't see it if you are just looking with the collision modes. You can find this error again in the map check. It is a warning, so if you have many warnings in your map, you need to search a little bit. Look for the warning "Blocking Volume X: Brush has non-coplanar polygons" (Map Check CNC-Forest V 1.6) If you found that, remove the Volume, put a new one in and rebuild geometry, then it should be okay. I don't know if that will help you or how much you already knewed, but well... Good luck with fixing these things.
  10. Yes, it is. I will upload the new one if I changed the version in my map. I think he made a day night cycle. Not a bad idea, but I have no idea, how to set stuff like this up and I have not much time at the moment to learn this.
  11. Let's see Same problem I have on CliffSide Need to check this out tomorrow
  12. The night version isn't changing since 1.4.3 why should I reupload a file again and again, if there are no changes with it? Same goes for Team Silo. For me it is very good like it is now, because my upload speed is pretty shitty and it take hours to upload a map. With my current system I can save time for me and I don't really think, that it is that difficult to have 4 zip an 2 of them aren't even changing.
  13. Well I think I am a little execption But the testing is much more important then some people think, he is totally right with the points he worte there.
  14. Oh, that would be something for me. You don't know how envoius I am. On Outpost you can record and work in your SDK at the same time. For me it is crashing all the time, because data media is 24/7 at the limit if I'm using anything, I need SSD's. Sadly it is all about the money today. But well, happy editing and playing with your new computer
  15. I think he would be ok with that. I will try to connect him and ask him for permission.
  16. Well, the damage is pretty strong, but you can turn them not much. I thought about the MKII in RenX like he his now and I noticed: he is pretty usless. First of all he is a big target. Artys can easily hit him from a distance without a big danger. For so a big target he need also more health. It is not a tank who can escape from a battle if it is getting critical, so he will die very quickly. 3 Artys bombarding this big tank is already enough to push him at least back. And if you have like 4 Light Tanks just driving around him can easily put very much pressure on him. His MG isn't that useful at very close distance or if the enemy is behind you. A normal Mammoth Tank is much more useful. More speed, 360° turret, easier aiming on the enemy and at Heroic only 750HP less then a MKII. 750 HP sound much, but if you compare the size of the 2 tanks you'll see, that the normal Mammoth has still the advantage in surving compared to an MKII. Even with maps where you could use it, the MKII wont have an impact on the game. The only advantage is his damage on buildings, but that's it. But I don't know if increasing the health is a solution. Just imagine how many techs you need to keep a tank with for example 7500HP up. @Ruud033 @Henk @Agent @yosh56 If there is anything planned with that tank, it would be nice to keep this feedback in mind.
  17. I just know that Illum is inactive, because he had much to do, but if he come back, he will give us an update, I guess.
  18. I didn't noticed the version of July 20. Will try to fix it.
  19. Well, this will be difficult, you need to find someone who know how nBab's mutator work and who is ready to do that for you.
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