Totem Arts Staff kenz3001 Posted September 17, 2015 Totem Arts Staff Share Posted September 17, 2015 Yoooooooo and welcome back to another RenegadeX Map, formally known as the Tutorial Map from my youtube making of series ( ) rename by populate demand to Beach Head.version 1.3.2 DOWNLOAD: beach head 1.3.2 http://www.mediafire.com/download/viq9z ... V1.3.2.rar Images: Map specs: [*] a very large map [*] 1 silo needed for air units [*] 2 air pads (one for each team) if the Air or WF dies you lose air units (may make them double in price upcoming build ... also need to capture the silo in order to gain air units) [*] air units are in short supply, so each team can only own so many of each type at any one time (3 Orca's/Apache's and 2 Chinook) ... (numbers may very in upcoming builds) Things to do: [*] custom PT's are bugged in Multiplayer so you wont see the prices of the air units but there the same as the base game (700 for the Chinook and 900 for the Orca's/Apache's) [*] i still have to make a mini map but i would like to get some feed back first as i have a feeling the map may be a bit big Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted September 17, 2015 Totem Arts Staff Share Posted September 17, 2015 Going to download soon Quote Link to comment Share on other sites More sharing options...
RypeL Posted September 17, 2015 Share Posted September 17, 2015 Nice. Do the helipads repair your air vehicle when you land on them ? (Yeah and the soft level boundary was never finished to work with vehicles. Its currenlty only meant to be for inf. People getting in and out of vehicles outside of ít and vehicle passengers screw it up. But atleast this issues should be easier to fix in this volume as with the old playarea volume and it seems Agent already is on to it.) Quote Link to comment Share on other sites More sharing options...
MarkSchnayder Posted September 17, 2015 Share Posted September 17, 2015 Well done kenz! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted September 17, 2015 Author Totem Arts Staff Share Posted September 17, 2015 Nice. Do the helipads repair your air vehicle when you land on them ? no but it would be an easy thing to add Quote Link to comment Share on other sites More sharing options...
Ryz Posted September 17, 2015 Share Posted September 17, 2015 Nice, nice, nice. Try it at the PUG coming weekend? Should be included in the next patch! Quote Link to comment Share on other sites More sharing options...
Xtractor Posted September 18, 2015 Share Posted September 18, 2015 (edited) Edited X2: The Map is super Beautiful But the Main con is the Sun direct in the eyes http://images.akamai.steamusercontent.c ... 36F84AA7C/ Indeed its huge, long walking ,but found pretty easy walking and climbing on rocks .I like how smooth it is. NoD Base part look pretty basic ..I like Better the GDI config So huge map I didnt find the other side of the underground tiburium field ..and I walked a lot :0))) Rocks are so well assembled ,they look great and functional.http://images.akamai.steamusercontent.c ... 8979778C1/ Was Hoping a small hiding place in there to hide http://images.akamai.steamusercontent.c ... 6EFCD9768/ There is kind of hole there ,got stuck in it http://images.akamai.steamusercontent.c ... 21C93C6F9/ Got stuck there too near Between the wall and the tree at NoD base http://images.akamai.steamusercontent.c ... 0AE835F4C/ Because its so large between the 2 bases ,you have lots of ground to cover ,wonder what it will do in a game ,Death matching in mid ground ? Vehicules figthing or fast Bases destroyed by either SBH or by Flying ..I have no idea Nice Map but I would cut at least 1/3 of it . Sure I will watch all your TuTo serie ----------------------------------------------------------------------------------------------------------------------------- I must do something wrong RenX kind of stuck on Loading when I copy your files in my folders ..It,s not responding Have to ctrl alt del Deleting your 3 files dejam my renx Forget That^^ I was coping the compressing files ;S Edited September 18, 2015 by Guest Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted September 18, 2015 Totem Arts Staff Share Posted September 18, 2015 Nicely done, I'm going to give the map a shot later Quote Link to comment Share on other sites More sharing options...
Goku Posted September 18, 2015 Share Posted September 18, 2015 Quote Link to comment Share on other sites More sharing options...
XD_ERROR_XD Posted September 18, 2015 Share Posted September 18, 2015 Looks sweet! Now add some bunkers to the hills next to the beach and it would look like a real D-Day scenario! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted September 18, 2015 Totem Arts Staff Share Posted September 18, 2015 Kenz I tought you added a bunker. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted September 18, 2015 Totem Arts Staff Share Posted September 18, 2015 Bunkers! More Bunker! So then u can renamed the Map to : "Omaha Beach X" just kidding - nice work kenz! Quote Link to comment Share on other sites More sharing options...
Henk Posted September 18, 2015 Share Posted September 18, 2015 Looks nice on the screenshots! I'll check it in game soon. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted September 18, 2015 Share Posted September 18, 2015 Looking good there! I really like the Helipad you've developed too Can't wait to try this out! I am currently testing stuff with the PT, I can get the teamnumber updated already, but I seem to have to replicate some more stuff in code.. to be continued! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted September 18, 2015 Totem Arts Staff Share Posted September 18, 2015 The map is still not 100% finished (I'm sorry to say it) Found bugs: - More materials are missing on tree's https://drive.google.com/open?id=0B2ze9 ... jBaUE9IUlE - Harverster not moving - I'm spawning at the silo. Not in base Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted September 18, 2015 Author Totem Arts Staff Share Posted September 18, 2015 The map is still not 100% finished (I'm sorry to say it)Found bugs: - More materials are missing on tree's https://drive.google.com/open?id=0B2ze9 ... jBaUE9IUlE - Harverster not moving - I'm spawning at the silo. Not in base its not ment to be 100% finished ... but i know why the spawning is broken ... paths need rebuilding even tho the error is not showing trees are an easy fix i know why thats happening too ... as for the bunkers ... meahhh Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted September 18, 2015 Totem Arts Staff Share Posted September 18, 2015 i know what it feels like kenz : Your Work - Your Choice. You will do the right thing! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted September 19, 2015 Author Totem Arts Staff Share Posted September 19, 2015 Updated first post fixes : added sounds endgame cams fixed paths and spawns added post processing fixed lighting moved the sun up (shouldn't look directly into the sun anyway:P) fixed some spots you could get stuck link to download http://www.mediafire.com/download/aqv76 ... d_V1.1.zip Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 20, 2015 Share Posted September 20, 2015 Did you remember to put map files into UDKGame>CookedPC this time? (In the rar/zip) Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted September 20, 2015 Author Totem Arts Staff Share Posted September 20, 2015 Did you remember to put map files into UDKGame>CookedPC this time? (In the rar/zip) yer lol Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 23, 2015 Share Posted September 23, 2015 Are you installing the zip file only to find that your RenX no longer works? Tired of "Not Responding" UDKGame process responses? Look no further! The attachment shows the error corrupting the config files, change the name save the game. Enjoy your crashfree; now/also on skirmish menu, custom map. P.S. Change 'Canyon' to 'BeachHead' Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted September 23, 2015 Totem Arts Staff Share Posted September 23, 2015 Who's to say Kenz is GDI and not Nod? For all we know it could be Nod propaganda Jk, damn ye Kenz lol. But then again, scriptings are a whole lot of typos and forgotten lines. That's not even the real scripting Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted September 23, 2015 Author Totem Arts Staff Share Posted September 23, 2015 one thing out all of them lines .. come on give me a break i carnt remember everything but yer silly kenz missing one thing thats staring him in the face ... that never happens right ? Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 23, 2015 Share Posted September 23, 2015 Sht happens, but this is the bonus of testing maps and whatnot. Now fix the obvious leak slowing down the map, those trees/foliage. Could the middle of the map be a burnt forest instead of lively trees? (Or mix and match trees with leaves and trees without leaves) I like the density of the forest but that foliage is causing fps drop. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted September 23, 2015 Share Posted September 23, 2015 Sht happens, but this is the bonus of testing maps and whatnot. Now fix the obvious leak slowing down the map, those trees/foliage. Could the middle of the map be a burnt forest instead of lively trees? (Or mix and match trees with leaves and trees without leaves) I like the density of the forest but that foliage is causing fps drop. FoliageCollisionVolume needs to get fixed, And in order for that we need an SDK update because @ my SDK it compiles just fine!?? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted September 23, 2015 Author Totem Arts Staff Share Posted September 23, 2015 FoliageCollisionVolume needs to get fixed, And in order for that we need an SDK update because @ my SDK it compiles just fine!?? im not using the volume the reason the map is laggy is that its not completely optimized yet ... and for some reason i cant get lod's to work on foliage with a wind material Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted September 23, 2015 Share Posted September 23, 2015 FoliageCollisionVolume needs to get fixed, And in order for that we need an SDK update because @ my SDK it compiles just fine!?? im not using the volume the reason the map is laggy is that its not completely optimized yet ... and for some reason i cant get lod's to work on foliage with a wind material I've copied your bushes and them LOD's work fine?? Anyways, your current cull on those bushes is like 16000 !! Looking at your dense forest, i'd say 5000 would suffice as well.. Also, you don't really cull trees once you're in the middle.. it might also be an idea to cull some rocks from the different bases, say you're in the GDI base, you could cull some out-of-sight rocks in the Nod base. Not to mention the tiberium cave.. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted September 23, 2015 Author Totem Arts Staff Share Posted September 23, 2015 I've copied your bushes and them LOD's work fine?? Anyways, your current cull on those bushes is like 16000 !! Looking at your dense forest, i'd say 5000 would suffice as well.. Also, you don't really cull trees once you're in the middle.. it might also be an idea to cull some rocks from the different bases, say you're in the GDI base, you could cull some out-of-sight rocks in the Nod base. Not to mention the tiberium cave.. im on looking at segregate the trees in to different groups like the out er rim of treen having a high cull and the inner stuff having a low cull ... but alot of culling is obsolete due to the precomputed advisability volume Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted September 27, 2015 Author Totem Arts Staff Share Posted September 27, 2015 fixed some stuff ... culled out alot for the tress down the shadow distance = more FPS beach head 1.2 http://www.mediafire.com/download/ynn0f ... d_V1.2.zip Quote Link to comment Share on other sites More sharing options...
iTweek. Posted October 3, 2015 Share Posted October 3, 2015 The loading times this map is indeed extreme. I need 10 minutes until he soon the map has finished loading. i have i7-4790k Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted October 3, 2015 Author Totem Arts Staff Share Posted October 3, 2015 ther are some complex shaders and they do take a wile to compile ... dose it take a long time time to load on the second go ? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted February 3, 2016 Author Totem Arts Staff Share Posted February 3, 2016 Beach Head v1.3 http://www.mediafire.com/download/mo099 ... d+V1.3.rar - added soft world bounders around the entire map - added out of map post processing volumes - removed the PT kismet and applied settings via properties box's - added tib lens flares to tib fields - made the wet sand look more "wet" - added new sounds to helipad kismet (should only play to client) - added a new check for helipad (must have silo to gain air units) - made all pt triggers client side only (unsure if servers will see air unit vehicle spawns) - fixed lost materials on foliage trees - added flowers to landscape (so pretty) - added vehicle blocking volumes to infantry only paths - change the sky material - played with the fog make it look a bit better - optimized the map a little bit more (Beach Head needs online testing for kismet and PT properties) Quote Link to comment Share on other sites More sharing options...
Ryz Posted February 4, 2016 Share Posted February 4, 2016 So since we (at least I heard) decided to test only one map each week, will this be tested next weekend? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted February 4, 2016 Author Totem Arts Staff Share Posted February 4, 2016 no clue lol Quote Link to comment Share on other sites More sharing options...
Glacious Posted February 4, 2016 Share Posted February 4, 2016 Hope so as this map has the seal of much approval from Glacious Quote Link to comment Share on other sites More sharing options...
Ryz Posted February 4, 2016 Share Posted February 4, 2016 Yoo Kenz, just tested a bit, my conclusion: - I really like the map, there is so much space, but there could be a bit more to do (but I have to check it out again to completely cover it) - The helipad doesn't work and takes you to the 'normal' purchase terminal. Maybe ask Ruud if he can have a look at it for you? - I noticed there is a line of sight when I move, but on this map it really shows as a 'line.' See image! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted February 4, 2016 Author Totem Arts Staff Share Posted February 4, 2016 did you test it on a server ? Quote Link to comment Share on other sites More sharing options...
Henk Posted February 4, 2016 Share Posted February 4, 2016 I always get that light when I play in editor, what is that? I've never seen it in online games. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted February 4, 2016 Author Totem Arts Staff Share Posted February 4, 2016 i know what caused the pt's to slap you to the pt level and ive fixed it ... ill upload 1.3.1 soon Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted February 4, 2016 Author Totem Arts Staff Share Posted February 4, 2016 1.3.1 PT fixed http://www.mediafire.com/download/hfob0 ... V1.3.1.rar Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted February 4, 2016 Totem Arts Staff Share Posted February 4, 2016 More bugs you could fix: The apache/chinook spawns for GDI Side. And you can only buy 1 apache or 1 chinook (You can't buy a second one, even its destroyed) Landscape at GDI Bar is crappy At 1 time the endgame camera enters a softboundary volume Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted February 4, 2016 Author Totem Arts Staff Share Posted February 4, 2016 hmmm i tested al the kismit but some how the trigger counts got reverted back to 1 and landscape shaping is always an issue Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted February 4, 2016 Author Totem Arts Staff Share Posted February 4, 2016 sorry for all the updates to day i want to get a good working version for testing 1.3.2 http://www.mediafire.com/download/viq9z ... V1.3.2.rar -fixed landscape around Bar -fixed spawning issues with helipads now spawns correct number and team Quote Link to comment Share on other sites More sharing options...
Ryz Posted February 4, 2016 Share Posted February 4, 2016 did you test it on a server ? No, just Skirmish... Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted February 5, 2016 Author Totem Arts Staff Share Posted February 5, 2016 did you test it on a server ? No, just Skirmish... well 1.3.2 should work online and skirmish now Quote Link to comment Share on other sites More sharing options...
Ryz Posted February 5, 2016 Share Posted February 5, 2016 Thx for the quick fixes Kenz! Will try to test later. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted February 6, 2016 Share Posted February 6, 2016 Nice, will add this ASAP. Best way to test the kismet stuff is to quickly setup a server locally and join that. Else you can't test replication Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted February 6, 2016 Author Totem Arts Staff Share Posted February 6, 2016 Thanks already have tested it on a local server .. but the mp stuff is a bit harder to do with out others lol Quote Link to comment Share on other sites More sharing options...
voltex Posted May 8, 2016 Share Posted May 8, 2016 Barr can be killed with a beacon on the rocks above it but requires an air veh to get there, same with Nod ref which can easily be reached by a patch (possibly hon too) which can be impossible to disarm in time without air veh. Also there are many small rocks around the buildings that can hide a beacon. Quote Link to comment Share on other sites More sharing options...
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