Totem Arts Staff Handepsilon Posted October 1, 2015 Totem Arts Staff Share Posted October 1, 2015 Tiberium Containment Field is a large facility containing a large tiberium patch. The facility is used to extract the Tiberium for further research and/or funding the army, as well as keeping it from spreading out. A pair of specially designed Silos are constructed to automatically gather the Tiberium crystals. Download Link : https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Screenshots : --GDI Base-- --Nod Base-- --Field-- An indoor-styled infantry only map. Each base has a silo that produces 5 creds per second. Field silos will produce more, but also serves as high-traffic junctions so expect lots of conflict there. Also available is a pickupable faction-specific rifle on each dead ends of lower platform. Base is semi-seamlessly connected to the map as a 'chamber. Airstrike may not work, but nuclear and ion cannon beacons will destroy the base even if planted near the silo. Due to the system, it's not advised to cap the silo before planting the beacon Base interior is slightly modified. Barracks left door is blocked while Hand of Nod received additional 2 PTs while blocking the lower corridors safe for the MCT spot. Floor is added on top of HoN MCT as well as blockings on the windows AoW Mine limit suggestion : 10 Quote Link to comment Share on other sites More sharing options...
Ryz Posted October 1, 2015 Share Posted October 1, 2015 Wot? Nice! Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 3, 2015 Share Posted October 3, 2015 Cool! Maybe you could add some animated movements? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted October 3, 2015 Author Totem Arts Staff Share Posted October 3, 2015 Like CNC-Deck? Piece o' cake Yea, Deck has those jars going around back and forth in the background. You can see some matinees there. A lot of UT3 DM maps sometimes have this as well as decorations (like DM-Carbon, those robot factory animations are top-notch, or DM-HeatRay, with the trains and transport vessels going around (one drops a DarkWalker)). Perhaps some people can play around with the matinee and create some sort of background animations? Just some thoughts for seasonings in the dish Quote Link to comment Share on other sites More sharing options...
iTweek. Posted October 3, 2015 Share Posted October 3, 2015 nice map Quote Link to comment Share on other sites More sharing options...
Henk Posted October 3, 2015 Share Posted October 3, 2015 Played it, i like it. Very creative. Lot's of credits, not necessarily bad, I think it's fun on this map. Add some supports to the catwalks by the tiberium field, like the ones used in volcano, but then place them under the catwalks. And maybe block the place between the big silos and the roof, when you crouch there your camera will go through the walls, looks a bit weird. And a suggestion: how about a moving platform (or multiple) above the tiberium field? Could result in some fun gameplay. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted October 3, 2015 Author Totem Arts Staff Share Posted October 3, 2015 Catwalks supports check (forgot that lol). big silos... which one? all silos are same sizes. Did you mean ones in the base? I'm thinking of a 4-way rotating platform, really. Perhaps a scripted time where it went alert and spins up at high speed, making it virtually impossible to get in and out without risking yourself Quote Link to comment Share on other sites More sharing options...
Henk Posted October 3, 2015 Share Posted October 3, 2015 oh the one by the bases seemed bigger than the ones in the middle. but yeah the ones by the bases. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted October 3, 2015 Author Totem Arts Staff Share Posted October 3, 2015 the silo just so happens to act as ramp as well Quote Link to comment Share on other sites More sharing options...
Henk Posted October 3, 2015 Share Posted October 3, 2015 Not the part that acts as ramp, but the other side: http://i.imgur.com/rd7fccJ.jpg http://i.imgur.com/MAUFlsr.jpg Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted October 3, 2015 Totem Arts Staff Share Posted October 3, 2015 block it off with a volume of blocking Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted October 3, 2015 Author Totem Arts Staff Share Posted October 3, 2015 ooooh that one. ok ok. Yeah, I know that volume Kenz. I used it to block off the curving pipe since it has no collision Quote Link to comment Share on other sites More sharing options...
TheDeadlyWolf Posted October 4, 2015 Share Posted October 4, 2015 ooooh that one. ok ok.Yeah, I know that volume Kenz. I used it to block off the curving pipe since it has no collision Dont forgot the ones in each building, bar and hon : D And the GDI PT floating And the Nod PT's non functioning Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff yosh56 Posted January 1, 2016 Totem Arts Staff Share Posted January 1, 2016 I like the idea of this map more than its current state. It needs destroyable Purchase Terminals, otherwise it's going to be nigh impossible to ever end it. Also.. silos give some ridiculous credit values. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted January 1, 2016 Author Totem Arts Staff Share Posted January 1, 2016 I like the idea of this map more than its current state. It needs destroyable Purchase Terminals, otherwise it's going to be nigh impossible to ever end it. Also.. silos give some ridiculous credit values. Please tell me that I can use the Destroy kismet node on the Purchase Terminal class. But yeah, I get what you mean, it's gonna be refill-fest whenever you try to defend the base About creds, it was in discussions. Some say it's just nice enough, but yeah, it's too easy to get money even with one base silo Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted January 1, 2016 Share Posted January 1, 2016 I like the idea of this map more than its current state. It needs destroyable Purchase Terminals, otherwise it's going to be nigh impossible to ever end it. Also.. silos give some ridiculous credit values. Please tell me that I can use the Destroy kismet node on the Purchase Terminal class. But yeah, I get what you mean, it's gonna be refill-fest whenever you try to defend the base About creds, it was in discussions. Some say it's just nice enough, but yeah, it's too easy to get money even with one base silo You can destroy the invisible PT actor by Kismet. The static mesh is something you can't destroy. Then again, I'd set the PT material to LOD3 via kismet MIC and spawn an emitter that gives sparks and stuff to show off that the PT is broken / out of order Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff yosh56 Posted January 6, 2016 Totem Arts Staff Share Posted January 6, 2016 It's not like I can't write a destroyable PT eventually. I might. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted January 6, 2016 Author Totem Arts Staff Share Posted January 6, 2016 I like the idea of this map more than its current state. It needs destroyable Purchase Terminals, otherwise it's going to be nigh impossible to ever end it. Also.. silos give some ridiculous credit values. Please tell me that I can use the Destroy kismet node on the Purchase Terminal class. But yeah, I get what you mean, it's gonna be refill-fest whenever you try to defend the base About creds, it was in discussions. Some say it's just nice enough, but yeah, it's too easy to get money even with one base silo You can destroy the invisible PT actor by Kismet. The static mesh is something you can't destroy. Then again, I'd set the PT material to LOD3 via kismet MIC and spawn an emitter that gives sparks and stuff to show off that the PT is broken / out of order The invisible PT Actor destruction is all I need, for the Static Mesh, I can either use that or change the static mesh into interpactor and use matinee that runs in one frame (blinks away!) Either way works, thanks for the advice Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted January 6, 2016 Share Posted January 6, 2016 Anytime! Quote Link to comment Share on other sites More sharing options...
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