Schmitzenbergh Posted December 29, 2015 Share Posted December 29, 2015 (edited) This map is now officially a joint operation between Ruud033 and myself Well hello there, I'm back for more mapping adventures. Now that CNC-GrassyKnoll is done (At least, until its get's played more and people find bugs to fix), I've picked up another idea for a RenX map. I present to you: CNC-Arctic_Stronghold Yes, It's another "semi" remake of one of my favourite UT2004 maps. The map features many paths and height differences to try and destroy your opponent. There is also an infantry route that branches of into one of many vehiclepaths and features a big cave for all your infantry fights. The map is progressing well. The GDI base is quite done, needs some more bits 'n bobs and perhaps a relocation of the barracks. The nod base on the other hand... Well let's not talk about it The overall shape of the map is quite set. The nod base area may change, but I'll let you guys decide with me. I'm also planning a feature with a tech powerplant, but I need some information on the advanced base defences. Is it possible to deactivate/activate the Obelisk & AGT via kismet? Because they are actually bots in a turret. For now, I'll need to place more rocks (YAY) and flesh out the infantry cave. After that I'll take a look at the nod base. What do you guys think? Any complaints, ideas or improvements? Feedback is welcome! Keep in mind though this map is heavy WIP, so a lot can be changed. Edited January 11, 2016 by Guest Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted December 29, 2015 Share Posted December 29, 2015 As far as I recall it should be possible to disable AGT/OB through kismet, since there is a mutator that disables them, I am sure the kismet can done it as well. Quote Link to comment Share on other sites More sharing options...
[TmX]Super-Kh Posted December 29, 2015 Share Posted December 29, 2015 Brrrrrrrrrrrrr can just feel the chill watching this Nice map though! Quote Link to comment Share on other sites More sharing options...
iTweek. Posted December 29, 2015 Share Posted December 29, 2015 Nice Work men! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted December 30, 2015 Totem Arts Staff Share Posted December 30, 2015 Just give Nod some big rocks, a chasm and some base walls. Done. Quote Link to comment Share on other sites More sharing options...
Ryz Posted December 30, 2015 Share Posted December 30, 2015 Looks 'cool' Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted December 31, 2015 Share Posted December 31, 2015 Looking good! Anxious to see the result Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted January 7, 2016 Author Share Posted January 7, 2016 Small update with some screens to keep you all happy Started on the nod base today, will take some time because I don't want it to be a mirrored GDI base. And Madkill40, you got your chasm I liked the idea so there is a blue tiberium chasm in the making. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted January 7, 2016 Totem Arts Staff Share Posted January 7, 2016 As far as I recall it should be possible to disable AGT/OB through kismet, since there is a mutator that disables them, I am sure the kismet can done it as well. I only managed to make a disable-able Obelisk if that's what you're referring. It used a set of derivations from the original classes Quote Link to comment Share on other sites More sharing options...
RypeL Posted January 8, 2016 Share Posted January 8, 2016 I´ll make some Kismet actions you can use to disable them. The map is looking nice and chilly so far Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted January 8, 2016 Share Posted January 8, 2016 Nice work @ Rypel! I'd suggest to move the Nod base towards the GDI base a little bit, it feels a bit to large as far as I can see on the screenshots.. Don't have the map to test it yet Quote Link to comment Share on other sites More sharing options...
Henk Posted January 8, 2016 Share Posted January 8, 2016 Looks good so far. Make sure the Nod base is as far from the center of the map as the GDI base. Snow + Night is a good combo Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted January 9, 2016 Share Posted January 9, 2016 Want me to help out with stuff? (also, see my reply to your post in the quarry topic) Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted January 11, 2016 Author Share Posted January 11, 2016 This map is now officially a joint operation between Ruud033 and myself Prepare for more awesomeness thanks to Ruud033 and his pirate eyepatch Quote Link to comment Share on other sites More sharing options...
Ryz Posted January 11, 2016 Share Posted January 11, 2016 This map is now officially a joint operation between Ruud033 and myself Prepare for more awesomeness thanks to Ruud033 and his pirate eyepatch This keeps getting better and better Quote Link to comment Share on other sites More sharing options...
Glacious Posted January 12, 2016 Share Posted January 12, 2016 "Oh god , now thinks of Alien ship in the snow at night" Quote Link to comment Share on other sites More sharing options...
Xtractor Posted February 14, 2016 Share Posted February 14, 2016 Looking good ! No doubt it will be cool Quote Link to comment Share on other sites More sharing options...
Henk Posted February 14, 2016 Share Posted February 14, 2016 "Oh god , now thinks of Alien ship in the snow at night" LEMME JUST PARK THIS HERE FOR A SEC Quote Link to comment Share on other sites More sharing options...
Glacious Posted February 14, 2016 Share Posted February 14, 2016 haha, That was not really a request although hmm fits nicely lol Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted February 15, 2016 Author Share Posted February 15, 2016 "Oh god , now thinks of Alien ship in the snow at night" LEMME JUST PARK THIS HERE FOR A SEC Hehe, I love the enthousiam Just a quick update. The map is progressing well.The overall map has changed quite a bit since the last screenshots. Scale has been reduced and the map is "Roughly" done. (Really rough) We are going to introduce something "new" to the map and Ruud is busy with it at the moment. Perhaps I will post some screens this week to show some of the progress. Quote Link to comment Share on other sites More sharing options...
Glacious Posted February 15, 2016 Share Posted February 15, 2016 Looking forward to this map alot, roll on the pictures and testing Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted February 15, 2016 Share Posted February 15, 2016 Something to look out for.. a new tech building Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted February 15, 2016 Totem Arts Staff Share Posted February 15, 2016 Whaaaat. Nice nice nice. What is it actually? Quote Link to comment Share on other sites More sharing options...
Glacious Posted February 15, 2016 Share Posted February 15, 2016 Oh my god that looks cool lol looks like a sonic defence tower to me or some kind off hmm satellite uplink? Quote Link to comment Share on other sites More sharing options...
Xtractor Posted February 15, 2016 Share Posted February 15, 2016 Something to look out for.. a new tech building That's cool ,could be the defense for your Alien ship Quote Link to comment Share on other sites More sharing options...
Henk Posted February 15, 2016 Share Posted February 15, 2016 EMP Cannon? Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted February 15, 2016 Share Posted February 15, 2016 That's cool ,could be the defense for your Alien ship Maybe, it's just not big enough I guess Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted February 15, 2016 Author Share Posted February 15, 2016 Dropping a small hint: http://1drv.ms/1VhCXMi Quote Link to comment Share on other sites More sharing options...
Ryz Posted February 15, 2016 Share Posted February 15, 2016 Dropping a small hint: http://1drv.ms/1VhCXMi I know that sound, but... Not sure what it is! Quote Link to comment Share on other sites More sharing options...
Former Developers Havoc89 Posted February 15, 2016 Former Developers Share Posted February 15, 2016 Cant wait! Quote Link to comment Share on other sites More sharing options...
Bananas Posted February 15, 2016 Share Posted February 15, 2016 Interesting. My initial assumption is that it will be used to open/close a path depending on tech building control. Like Nod has tech building, so GDI can't use a certain vehicle path without being emp'd. Capture the tech building and now you can use it without fear. Just my guess. Should be interesting either way. Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted February 23, 2016 Author Share Posted February 23, 2016 Update time. I promised some screens and I will deliver. Without further yapping, some screens: Center tiberium chasm GDI base entrance Part of the GDI vehicle & infantry route Nod base, still WIP View from center to tiberium chasm Infantry cave as seen from GDI side Part of the nod vehicle & infantry route View from nod sniper/overwatch Quote Link to comment Share on other sites More sharing options...
Glacious Posted February 23, 2016 Share Posted February 23, 2016 Looks awesome that Love the spotlights and lighting the bases have Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted February 23, 2016 Totem Arts Staff Share Posted February 23, 2016 What's the minimum distance Infantry will have to run in order to reach the opposing base? Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted February 23, 2016 Author Share Posted February 23, 2016 What's the minimum distance Infantry will have to run in order to reach the opposing base? Front GDI to Front nod is doable in 2 stamina cycles of a normal soldier. GDI via inf route to nod base is doable in 3 to 4 stamina cycles depending on your walking etc. Inf path is longer, but a lot safer. You can also take a part of the vehicle path and then go on to the inf path (Like in goldrush) Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted March 5, 2016 Share Posted March 5, 2016 I've been working a lot on this map recently, I almost completed the EMP sequence. Here's a preview below: 0V-uiCQD1GY The actual shooting is around 3 minutes! Furthermore I've done many changes to the map, We hope to release the first playtest soon on the testing server! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 6, 2016 Totem Arts Staff Share Posted March 6, 2016 I've been working a lot on this map recently, I almost completed the EMP sequence. Here's a preview below:0V-uiCQD1GY The actual shooting is around 3 minutes! Furthermore I've done many changes to the map, We hope to release the first playtest soon on the testing server! What will happen if emp cannon shoots at your base defence? Will the health be lower? Weapons offline? Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted March 6, 2016 Share Posted March 6, 2016 I've been working a lot on this map recently, I almost completed the EMP sequence. Here's a preview below:0V-uiCQD1GY The actual shooting is around 3 minutes! Furthermore I've done many changes to the map, We hope to release the first playtest soon on the testing server! What will happen if emp cannon shoots at your base defence? Will the health be lower? Weapons offline? weapons offline Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 6, 2016 Totem Arts Staff Share Posted March 6, 2016 And how long are weapons offline? Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted March 6, 2016 Share Posted March 6, 2016 We were thinking about 30 seconds Quote Link to comment Share on other sites More sharing options...
j0g32 Posted March 17, 2016 Share Posted March 17, 2016 Wow, impressive work on that EMP cannon! Looks seamlessly integrated in terms of style and sophisticated detail! Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted March 18, 2016 Share Posted March 18, 2016 Thanks, We've been working hard on getting that thing to work properly. It's quite hard to get it to work seamlessly via kismet. Multiplayer toggle nodes behave differently in kismet than they do in singleplayer. The rest of the map is mostly done now, we're expecting a full test release soon! and after that a full release (if all works right) Quote Link to comment Share on other sites More sharing options...
Darkraptor Posted March 21, 2016 Share Posted March 21, 2016 The emp cannon sounds and looks awesome. Both thumbs up for this work But only taking out the base defense is a little bit lame. Why not taking out the whole base. That means when the emp hits the base you cant use the HoN/rack, Airfiled/Waeponsfactory and the refinery dont create credits. And this for 30 secs until a minute. Quote Link to comment Share on other sites More sharing options...
Mystic~ Posted March 25, 2016 Share Posted March 25, 2016 Is there a current download link for this map so I can test it? I see it's on the official testing server, but the in-game download would take forever or possibly even time-out before it completed. Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted March 25, 2016 Author Share Posted March 25, 2016 Is there a current download link for this map so I can test it? I see it's on the official testing server, but the in-game download would take forever or possibly even time-out before it completed. Not yet, We are fixing some quirks that need fixing before we send out a testing release. It's mostly optimalisation. It won't take to long before we fix up a testing release. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted March 25, 2016 Share Posted March 25, 2016 Not yet, i'm planning on getting one today. There is a major issue with the searchlights in the map, they cause a log-spam (InterpActor_3)->(StaticMeshComponent_950) during async work![26606.47] Error: Can't call UpdateRBKinematicData() on (InterpActor_2)->(StaticMeshComponent_949) during async work! [26606.47] Error: Can't call UpdateRBKinematicData() on (InterpActor_5)->(StaticMeshComponent_257) during async work! [26606.47] Error: Can't call UpdateRBKinematicData() on (InterpActor_4)->(StaticMeshComponent_256) during async work! [26606.51] Error: Can't call UpdateRBKinematicData() on (InterpActor_3)->(StaticMeshComponent_950) during async work! [26606.51] Error: Can't call UpdateRBKinematicData() on (InterpActor_2)->(StaticMeshComponent_949) during async work! [26606.51] Error: Can't call UpdateRBKinematicData() on (InterpActor_5)->(StaticMeshComponent_257) during async work! [26606.51] Error: Can't call UpdateRBKinematicData() on (InterpActor_4)->(StaticMeshComponent_256) during async work! [26606.54] Error: Can't call UpdateRBKinematicData() on (InterpActor_3)->(StaticMeshComponent_950) during async work! [26606.54] Error: Can't call UpdateRBKinematicData() on (InterpActor_2)->(StaticMeshComponent_949) during async work! that's like 1 second. and it goes like that every second. So before we add the download link, this needs to be fixed or we crash our dedicated box. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted March 26, 2016 Share Posted March 26, 2016 Update! I Fixed those errors who were spamming the shit out of us, now it's mostly debugging the kismet. AND! I have very good news and also learned something new for all snow maps inside the UDK using the snow material from under/complex (pay attention you custom mappers) So, In the Artic_Stronghold level we used the UnderRedux landscape material as a base, modified it very slightly but nothing worth mentioning. This is the tricky part; Normally most of the layers use alphablend to blend over each other, in the UnderRedux landscape material all of the materials are set to heightblend! This causes a variety of issues such as: 1. Weird square shadows whilst the rocks are baked at 128 lightmapres 2. Seams along the landscape components (where they meet) We wrapped our head around these issues and tried a variety of solutions, such as: - Upping the lightmapres of the landscape to 2 and to 4 - Changing the directional light in the map - Placing local lights near the seams/shadows - Baking different lightmap resolutions at the trouble area's (32, 64, 128 and even 256 once) - Trying to cover up the issues None of those worked. Eventually I contacted Nielsen (the maker of Under) how he made the landscape material because after iteration through the possibilties I figured that it HAD to be something with the snow layers in the landscape material. Turned out I was right, it is the blend type of the layers (heightblend). Nielsen said; There has to be atleast 1 alphablend layer present in the entire level in order to produce proper shadowing and blending. That's why there's a layer in the landscape material of UnderRedux called: "AlphaBlend". Nielsen painted this layer at a 0,001 thickness over the entire map. It's a really hacky solution but it works perfectly. 3. Painting the alphablend over the whole map: So, if you have a snow map (Henk, DoctorAnubis) keep this in mind! Don't forget to place the alphablend layer. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted April 3, 2016 Share Posted April 3, 2016 After some more bughunt and fixing stuff, the map is now ready for testing on the server! https://onedrive.live.com/redir?resid=3 ... =folder%2c Check it out! Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted April 9, 2016 Share Posted April 9, 2016 It's been a while since some updates. We were fixing loads of small stuff and were also really busy doing other stuff, I think we're nearing completion, now we need to fix a bit of code that toggles the AGT and OB, then we're good to go I think Map overview Nod inf path EMP Cannon middle GDI Base Nod Base Nod Sniper's Nest Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted April 23, 2016 Author Share Posted April 23, 2016 So just an update on the map. Everything is done. Even the code for toggling the Obelisk and AGT. For now, we need to wait for the new version of RenX to be done so the toggleCode can be published to everyone (Or we will need to supply you guys with custom files risking that your RenX install gets corrupted). We will publish a new version here soon so people can test the map online. Keep in mind that until the new RenX version is pushed, the EMP cannon wont work 100% as expected. Keep an eye on this thread Quote Link to comment Share on other sites More sharing options...
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