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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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Learning from mistakes and problems of my previous map (Isle of War) I decided to make a fully symmetrical map in a standard U shape. The idea is to recreate a concept from Westwood's cancelled Renegade 2 of a map taking place on a boardwalk with the ferris wheel being the central point of it . It will be a dark, atmospheric map set during a foggy night, with countless lights of the boardwalk attractions lighting up the routes; inspired by the final scenes of "1941" movie. I have the initial routes roughly mapped out. Note that most of the assets are currently just placeholders. It's non-flying, with basic and advanced base defenses. Short vehicle route - goes under the bridge leading to the boardwalk. Very short, Starts by going down from a ramp. Long vehicle route - goes all the way around the boardwalk and under part of it. Ferris wheel obstructs the view of the enemy base for the artillery units. Infantry only routes - short route connecting the back entrances to the bases goes through the long middle road leading to the boardwalk (all of which is inf only). The boardwalk can also be accessed by stairs, two sets on each side. There's also an infantry 'tunnel' under the boardwalk. View from the end of the boardwalk: View from the beach, Nod side: The infantry route, back of the base: Ramp at the entrance to the base: View from the long vehicle route: Since Renegade 2 was supposed to be set in RA universe, harvs collect ore instead of tiberium lol: View from the GDI base: The map will of course be filled with props to allow for cover during battles (cars on the road and parking lot; trees on inf route; rocks, towels, umbrellas and guard huts on the beach etc.) The boardwalk will be heavily lit and filled with attraction booths, vending machines, food stands and so on. The ferris wheel will be the central point, visible from almost every spot of the map and additionally will be obstructing view of the tallest enemy buildings as seen from the vehicle routes.
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I decided to create a map loosely based on Red Alert 2 skirmish map Isle of War. Right now it's in playable state and bots can navigate it relatively easily but I think it's still a bit to early to test it with players. It's my first time using anything related to UDK so some solutions I used are probably not the most optimal. Right now the overall layout of routes is mostly complete but the map is still atrocious and lacks detail (and for now doesn't have any custom assets), but hopefully it will change soon. Some pictures from the editor: Top view: City: Bridge in the middle of vehicle route: View of infantry route through valley and under the bridge: View from GDI base: View from Nod base: The map was designed with shorter and more intense games in mind. The vehicle route is very simple and short, with the middle bridge being the point both teams are gonna want to control. The bridge goes over a valley which is the main infantry route which connects the bases directly. Additionally, big portion of both of the 'towns' are blocked for vehicles. This can allow infantry to prevent enemy team from controlling the bridge for too long, by jumping from behind the buildings, outside of vehicles reach. Small infantry tunnel was added for each side, allowing for quick access to the town for the infantry (or for SBH to get on the back of GDI base if it's left undefended; the tunnels are also near the tiberium fields, which allows for harvester harassing). My goal was to make the map in a way that if one area is dominated by one team, there are at least two ways for the second team to regain control. Bases are in enough distance from each other to prevent the artillery from shooting base-to-base - in order to get in range you have to get close to the bridge in the middle making you vulnerable for attack. Each base has a small bunker placed in a way that allows you to see and guard infantry route, entrance to vehicle route and the infantry tunnel. The buildings on the hills cover the view of the enemy base and require you to get closer - in range for enemy retaliation. The roads are big enough to fit 2 mammoth tanks with a little breathing room. I'm still contemplating adding advanced base defenses but I don't want it to cause the games to be slower because of it, especially since it's hard to take cover from their attacks. I was also thinking about adding flying vehicles to the map but I'm not sure how to counter people getting on the buildings and sniping the enemy base, without adding the map barriers. Overall the map is relatively small and simple, but because it's pretty open it seems and plays like it's much bigger. I am open to all your suggestions and tips, especially since I'm a beginner to map making.
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CNC BRIDGE So I've been working on a new map I'm getting pretty close to having a first working version up and running (i will post proper screenshots once the lighting is built tonight) I've only been playing RenX for a year or so but I loved the original Renegade and love what you guys have done with RenX wanted to make a contribution to the game. (thanks Totem Arts for putting this game out and having the materials so easily available.) CNC-BRIDGE Summary Air Enabled Recommended players : 32-64 Max Vehicles : 14 Mine Limit : 30 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 (with Increased credit income) 2 vehicle routes for each side 2 field areas 1 Infantry route for each side 3 dedicated Infantry battle areas (can be used strategically) INFANTRY Each base has a small infantry route that leads to the other teams field this will allow for early rushes of harvester and will also be a good route for infantry to support tanks if their team has pushed the long vehicle route. (these routes are also vulnerable to sneaking) There is also a route for infantry catwalk that runs along the centre bridge (This catwalk is a very good place to ambush tanks) The bridge gives access to the centre part of the map there are 2 stair wells that will take you up to the bunker level (this is a very good place to hit NODs base from but it is also very vulnerable to snipers and aircraft) The Fight area in the bottom left corner should allow infantry to flank tanks in GDI field It is also a good spot for GDI to Rocket Rush HON and a good spot for NOD to Rocket Rush The Weapons Factory. The Fight Area In the top right corner should allow infantry to flank tanks in NOD field it is also a good spot for NOD to hit the Barracks and a good spot for GDI to hit the Airstrip. there is also a tunnel that leads to a sniper spot by the repair pads in both bases VEHICLES (ground) There are 2 routes for vehicle the centre bridge and long route through both teams fields The centre bridge is the quickest way to the enemy base it leads to a small cave in the centre that vehicles its small but it is a very good spot to keep pressure on the other base as well as key defensive point. If you are going to push from central bridge or arc rush you will need the assistance of a smoke grenade or 2 to get across the bridge The long route has 2 larger areas for tanks that are separated by two choke points with the central bridges crossing them so be weary which chokepoint you pick when trying to cross. Aircraft Aircraft can easily rush the tiberium refinery they can fly over all the infantry areas i think they will be a lot of fun to use at the centre bridge and at the sniper 2 sniper spots there's a bunch of other things but I've forgotten and don't have anymore screenshots. I will be fully building it with lighting tonight wish me luck (I plan to do ALOT more to the map in future)
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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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Hey all and happy new year! ^^ So are you ready for another "unappreciated map-kun"? Well, I'm currently fiddling with some deathmatch settings, testing out material instances, landscapes... and it seems like that my former test map is going to be an unexpected Deathmatch map It's set (as the name implies) in an tiberium wasteland with, due to high tiberium exposure, destroyed buildings and toxic lakes. Team DM settings: 2 vs 2 Some WIP pics: Special thanks to: Ruud for the Scrin Ship mesh HappyConscript for the TibWater Material Nmenth for the Tiberian Wolf picture Please remember that the map is still a WIP What are your thoughts on this? I'd appreciate any form of feedback^^
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Hey Guys! So I've been working on a new map for quite a while now and I thought, I might share my ideas with you. Please note that this is my first Renegade X/UT3 map, so don't be too hard on me xD. It's an infantry only map with only the Hon/Bar active and lots of pathways. I added so far: - 1 Hon/Bar for each faction - 3 Silos (1 close to each base and 1 in the center) - lots of infantry paths - 1 Guard tower/Turret for each base (guard 1 of the 3 entrances per base = add more dynamic and oppertunities) - 3 Crates - a sand dune like area - some small trenches in the center Again, this map is very far from being finished but here are some screenshots, so please tell me what you think about it ^the general overview of the map without fog. (can't see much detail like foliage and meshes because of the small rendering distance) ^more detailed overview ^GDI base (note the Guard Tower at the back of the Barracks) ^Nod Base (note the Turret on the Hon's back) As you might have noticed there is no lightning on this map Every time I want to build lightning it crashes and showes me these 2 errors: ^Just keeps on building and nothing happens tried this with the official maps too and it's the same.. Did i unzipped my SDK wrong??? So anyway what do you guys think about the map? CNC-Dust_V1.0.zip CNC-Dust_V1.1.zip CNC-Dust_V1.2.zip CNC-Dust_V1.3.zip
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[Original Map by HappyConscript] This map was to 95% finished but never got released. That made me very sad . So I decided to take a look at it and tried to make it ready for testing And here it is: DOWNLOAD changelist: - added/moved some blocking volumes (to the destroyed vehicles) - added SpottingAreaNodes - added a complete EndGameSequence - added a minimap - added fire damage volumes on burning debris - added fog density inside the Tiberium lake - added a liquid volume to the lake (so you dont just fall on the ground but rather float in it) - added 'normal' Tib volume to the crystals surrounding the lake - changed the instantKillVolume on the Tiberium lake to a Tiberium volume (does waaay more damage than normal tib) - changed the wind direction of all emitters so that they match - disabled the collision on small debris on the ground (could easly get stuck on it Some screens: