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Heyo... i have been working making map its still empty however I will provide updates gradually , this is my first time using renegade development kit I hope you like it, suggestions are welcome
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This is the first actual "CNC" map that I've been working on for quite some time now. This first started out to be a fps "Remake" of Tournament Urban from CNC Generals but eventually became its own thing. I added a few different features to give more options and hopefully introduce some different yet fun elements to the game. First, the overall design of the different lanes and objectives *should* help avoid base-locking. The bases themselves are basically split into two sections, outer and inner. They both have *mini* tunnel networks, (simple teleporters), that will quickly get you from one section to the other. There are USA inspired supply drop points in both corners of the map that drop crates that will give you randomized equipment, (guns, grenades, vehicles, and health). The first drop starts immediately but the rest are every 5 mins. Both GDI and Nod have their own Tunnel networks that they can use to group up and traverse the map without telegraphing their movements. Before being able to use any of the 4 tunnel locations on the map, they will need to own that specific tunnel exit. Once a tunnel is captured a turret comes out to defend but is also the trigger, (when destroyed) to allow that exit to be captured. If you happen to be inside of a tunnel when the turret is destroyed you have 10 seconds to exit the way you came or the tunnel will "collapse" on you, (currently NO indicator for this). Also, if you try to enter a tunnel that you do not own you will be killed when touching the "forcefield". There is a Regular and Air version of the map, but they use the same package. The air version shouldn't be used in skirmish because the bots will get "stuck" and do nothing while floating in mid air. Without air vehicles they (mostly) act well enough and will push across the map to fight the enemy. I went a bit overboard with the map size and assets so I'll be scaling them down bit by bit overtime with new release versions. A current known issue is that one of the main buildings in the middle of the map doesn't have its windows showing. There are definitely more and I'll make a list later on today but feel free to post any issues, and questions/suggestions you may have. GenCorp.rar GenCorpAir.rar
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Mount Harbor First some data about the map: Size of the map: 67108864 m2 Nod base: PP, AS, Ref, HON, Airport, Port, Temple of Nod GDI Base: PP, WF, Bar, Ref, Airport, Port Map Inland: Factory, ComCenter, Silo, med center Coast Page: 2 docks more than 21000 trees Vehicles / Aircraft: Standard vehicles Nod and GDI planned: T90 tank (if we get it running) planned: APC with rockets (if we get it up and running) aircraft: A10 and Mig as well as Standard planned: SU-34 (if we get them up and running) SU-25 (if we get them up and running) F15 (if we get them up and running) Gunboat HoverCraft However, all planned new vehicles should not overload the performance or be "dirty" of the handling. We will keep you up to date with changes to the status of the map. PS: If you want to support us, you are welcome. https://discordapp.com/invite/N9PYXwh Map to download: http://bit.ly/mount_harbour
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Latest version date - 7/10/2021 Let me know what needs fixing/added. 1 Tech building located near the centre of the map which is infantry only area Base defenses Crates Aircraft disabled Changes 07/10/2021 closed up a large path near GDI Tib field which gave Nod too much juking advantages is now infantry only removed the track decals, may add them again... when I can do art bettererer. Rollout nodes for GDI and Nod fixed Swapped around Weapons Factory and Barracks and lowered GDI Power Plant, added GDI turrets and Nod Guard towers Lava should almost insta-kill now Map preview image should work now Any bugs or issues please contact me directly VIA discord or IM @TankClash with a screenshot or video and description MINI MAP IS NOT UP TO DATE, yet. Kilauea.7z
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Hey everyone! @Luhrian @Tytonium and I, are working together in favor of fixing the Fort map, we have an early version that we would love to have you playing it (solo or on server), and give us your opinions. any comments, recording of the map played, screenshots will be wellcomed. please share the info down here for better organization. Fort1.zip
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Now that Bridge is roughly 80% complete I thought I should actually make a post on here and give a quick run through the level. CNC-BRIDGE Summary Air Enabled Tiberium Sun Vehicles Enabled Recommended players : 64 Max Vehicles : 14 Mine Limit : 36 Gdi Buildings : Power Plant, Barracks, AGT, Refinery, Helipad, Weapons Factory, Repair Pad Nod Buildings : Power Plant, HON, OBI, Refinery, Helipad, Airstrip, Repair Pad Neutral Buildings : Tiberium Silo, Medical Facility DOWNLOAD LINK: https://drive.google.com/file/d/1AtivQJblH6zOI51XT06dkXxogxSdwsH7/view?usp=sharing MAP PATHS BRIDGE PATH The Bridge is a very short path that provides quick access to the centre mountain and enemy base this path is accessible by vehicles but is very vulnerable to ambushes. infantry can avoid snipers by going underneath the bridge, they can also use this position to attack vehicles on the long vehicle path. REF CAVE PATH Beside GDI and NODs Ref is a small cave that can be used to access the underneath of the bridge Long Vehicle Path The Long path is ideal for vehicles its also the the path that NOD and GDI fields are located on. it offers a lot of good terrain to help cover your vehicles as well as several different routes to attempt flanking enemies. Infantry & Air Caves Thee is an air and infantry cave for both NOD and GDI cave that is accessible via the long path. there is anti air in position at nods base watching over the air cave & 2 guard towers watching over the infantry cave. (both NOD and GDI have a defensive wall they can use if they lose their guard towers) Strategic Areas The Silo The silo is located on the top of the centre mountain it is vulnerable to snipers and aircraft but is a very good position to mount a rocket rush from. The Medical Facility The Medical facility is located from the bottom of the mountain as is a large safe haven for infantry from vehicles and snipers (unless snipers decide to go in there) it is both easily accessible from the bridge and long paths Extra Tech Both NOD & GDI have a secret bike garage located in a cave near the repair pads Work to be done a higher quality minimap Smoothing out of some terrain Some more optimizations more work with textures and foliage (purely aesthetic) the further resolution of any issues found in further playtests Special Thanks to Kenz3001 (for all the help and knowledge over the months) Handepsilon (helping with kismet) Olmteka (a lot of help at the stat of this project) Kira (making things happen behind the scenes) Whistle and the play testers for taking the time to help test
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Frostbite 1.0.0.5 Frostbite V1_9 Map specifications: -flying -2 Silo -Frosty -Bite'tee -Icy To be done: -Loading screen Changes: [As of 14th Sept] -Hand of Nod has been moved to where the Airstrip Tower was -Airstrip Tower moved near the head of the Airstrip runway -You can no longer beacon any two buildings anymore -Ice cave now has two entrances/exits for both teams -Endgame Cam remastered -Minimap is 99% accurate -Info Point Nodes added to map Changes: [As of 7th Sept] -Added extra route to Ice-cave, GDI side -Barracks has been rotated -GDI Ice-Cave Entrance/exit modified -General fixes and edits made -Modified blocking volumes at GDI base. -Modified blocking volumes throughout the map. -Reduced map size. (Lowest/longest route no longer accessible) -Ice cave rehauled, reworked, relit, redone. -Peak route expanded on Nod's side. -HoN Emplacement moved out of HoN. -Some lights have been removed. -Misc changes. What's New in Version 1.0.0.5 Changes as of June 24th 2017 Terrain modified Textures modified Static meshes reduced Vehicles can no longer pass through the middle of the map Vehicle tunnel to GDI is no longer a tunnel Widened vehicle routes on one side of the map Tiberium mists are now blue Ice looks more like ice Background surrounding the map has been modified Misc changes Enjoy.
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Have we considered using a basic set of maps that can be the "next map", with the option that players could vote non of the above? - which would lead to a bigger list of "next" maps - which we then choose from? i.e. At the end of the match, we either vote to go directly to the next one in line or we vote to look at more options. I think it is great that the game gives us so much control over what is next, but perhaps we have toooo much. Heck, we can always change the map anyway.
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Name and explain your issues with the map Field X, each one you know and familier with and if you have suggestions also write it down. It's time we face with this unbalanced map and make it better. Issues: - harvester trip time difference between nod and gdi. - 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 - side paths too close to base entances , shouldn't have direct line at least into base.
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View File CNC - Forest CNC - Forest Refinery - Barracks/Hand of Nod - Weapons Factory/Airstrip - Tiberium Team Silo Medium sized map with much space for Infantry and Tank actions not based on Old RenX maps Submitter Luhrian Submitted 03/19/2017 Category Levels
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I think the title says it. Please put the name of the map on the map.
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View File CNC-Sunrise Each team has every building except for the Obelisk and AGT, respectively. This map contains 2 Tech Buildings, a Comms Center and Silo. Each base is on the lake front; the beach connects the base along with a cave structure that can be accessed by the beach or by a tunnel in each base. Situated in the serene piney woods of Oregon, a disturbance has found it's way onto Lake Amber. A new colony of tiberium has been discovered in this hushed corner of the United States. GDI recently acquired intel of this new deposit, and immediately set-up a base to protect the natural surroundings and harvest the tiberium. GDI commanders had wondered how this deposit had been unknown to them for so long; they would have expected the infection to have exponentially bigger... When they tested the site, it had seemed that the corruption had long been apart of the environment. Little known to them, Nod had already made camp just a few paces down the beach. Nod had been using a stealth generator ship and hidden radio signals to hide their camp from the GDI satellites and Homeland Security. Submitter Sarah! Submitted 10/13/2017 Category Levels
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View File CNC-Outposts The map takes place at the dunes with 6 outposts. 4 are currently used, 2 are abandoned by both GDI and Nod. Behind the sandy dunes, a green field of grass, bushes and tree's for infantry combat. Buildings: - GDI Barracks and Hand of Nod - GDI Weapons Factory and Nod Airstrip - GDI Refinery and Nod Refinery - Adv. Guard Tower and Obelisk of Light - GDI Repair Facility and Nod Repair Facility - Tiberium Silo - Communications Center Submitter TK0104 Submitted 08/01/2017 Category Levels
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View File CNC-Cliffside (again) Here is an improved version of CNC-Cliffside. I fixed some problems, for example the Harvester paths and improved some things which were not that perfect and a bit weird like the Tiberium Crystal. I hope you like it and I even more hope that Redline will like it, if he will come back to Renegade X. But well here are all other topics about this map: What have I done: get paths working, which was a pain, the Harvester just doing what they want added some more decals added new Tiberium added Tiberium Field Volumes added missing blocking volumes landscape improving Submitter Luhrian Submitted 05/09/2017 Category Levels
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View File CNC-Prototype A simple deathmatch map blockout. The total filesize is just under 3.6MB so it can be downloaded via the ingame downloader quickly I'm aware that you can walk on the walls of the structures, keep in mind that this is still in the blockout phase, a lot can change, and if the map is recieved well I can make it more detailed and more refined. Please note that this is not an official map or anything, just a blockout, and something to play around with when there's a low player count, or to have fun on with bots. Submitter Henk Submitted 01/20/2018 Category Levels
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Hey all! I've been working on a new map for quite a while now and I need some community feedback! For those who want to take a closer look at it: CNC-Sand.zip Special thanks to: @Henk for letting me use his RepairPad assets @Ruud033 & @DaKuja for taking a look at the map and finding the first bugs This time it's a map of mine wich features vehicles yay. It's designed to be a fun map and also an attempt to make a map that is actually going to be played on a server. Some of you may remember the good old renegade map "CnC-Sand": It was infantry only, so I descided to remake the rough design and add extra vehicle paths: ^note the blocking volumes on the eges of the map (replace them with soft level boundry?) Got some more screens for you to get the feel of it: RepairPad: I reaaallyyyyyyyy want this "building" to be ingame D: SOOOO EPIC! Right now it repairs about 18hp per 1.5 sec and gives you 1 point per intervall. Please keep in mind that this is still a WIP with lots to do and does not reflect a full release ^^ Now my questions: To expand this map further/balance it a bit more I have thought about a couple scenarios: 1.) Oddly enough advanced base defences do not attack harvesters. With that in mind, what do you think about adding them (red squares) close to the choke point? It would keep it free from other vehicles and the battle focuses more on the long vehicle route. And the Zzzap!!! from the obi would become routine *^* 2.) Expanding the map to the north (pink lines) to open up a new battlefield with more infantry only rocks and a silo at the top. What do you guys think?
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A simple deathmatch map blockout. The total filesize is just under 3.6MB so it can be downloaded via the ingame downloader quickly I'm aware that you can walk on the walls of the structures, keep in mind that this is still in the blockout phase, a lot can change, and if the map is recieved well I can make it more detailed and more refined. Please note that this is not an official map or anything, just a blockout, and something to play around with when there's a low player count, or to have fun on with bots. -
View File CNC-Sahara This is a continued version of CNC-Sand from IllumZar Submitter Luhrian Submitted 09/10/2017 Category Levels
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View File CNC-Field Snowing Winter has swept through Field. Enter the cold period of the year, fight against your enemy and get rewarded by Santa! Unique in Field Snowing! - The Outer Route has been blocked off. (Special for the people that don't like the new Field) - No Communications Center - No Silo, but a Barn - River accessable for small vehicles Submitter TK0104 Submitted 12/10/2017 Category Levels
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Ho Ho Ho! Merry Christmas! Sorry, it's still November but Christmas is coming again! I'm excited for that time of the year, I just love it. So, after the huge success of CNC-Walls Snowing last year, I decided to make another Official Map into Winter Style. Now you've seen the title of topic so you know it's going to be Field this year. This year I'm going to try make the map even more in Christmas Style than it was last year. This is what I have in mind for Field Snowing: - A Christmas Tree in the Barracks and Hand of Nod - Christmas Lights everywhere in base (/tunnels) - Christmas Song Jukebox (Going to ask a Coder to make a mutator for that) - Presents under the Christmas Tree and in Bunkers I have no plans on actually replacing Timed C4 with presents, since that takes even more time and I haven't animated yet on my education so I have zero knowledge on that area. Now here's a small teaser on the map: I hope I can release the map at the end of November / begin December. Depends on my time and how much needs to be done yet. So stay tuned! Christmas is Coming Soon!
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View File CNC-City Re-Make of the original C&C City Map from Command & Conquer Renegade Multiplayer Submitter ThommyK0104 Submitted 11/27/2016 Category Levels
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View File CNC-Uphill Redux Backstory After Havoc got stranded on a Nod operated Island and took High-Classified Information of the Nod Communication Center to find the whereabouts of the GDI scientists, GDI found something very interesting in those files. According to their files, there is a Nod base somewhere in the Andes, Argentinia, which is working on a Top Secret Project called Project I. It looks like Nod is developing and testing the so called "weapon" over there. Civillians of towns near the mountain have recently seen weird Dark-Yellowish skies and said they heard heavy thunder when these skies appeared. GDI has send an advanced team to find out what's going on. This "Weapon" looks to GDI a real Terror and they want to get their hands on it before Nod uses it and maybe change the First Tiberium War Submitter TK0104 Submitted 03/26/2017 Category Levels
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hello guys i do not know how to open folder editor can you help?