Bananas Posted March 6, 2016 Share Posted March 6, 2016 - Added base defence to prevent most of the infantry rushes at the beginning of the game Seriously? Everyone said they DIDN'T want this. Protip: If you don't want a map to end so fast, don't make a tiny map that takes 5 seconds to reach the enemy base. Don't know what the infantry path change means until I see it. Will look later. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 6, 2016 Author Totem Arts Staff Share Posted March 6, 2016 - Added base defence to prevent most of the infantry rushes at the beginning of the game Seriously? Everyone said they DIDN'T want this. Protip: If you don't want a map to end so fast, don't make a tiny map that takes 5 seconds to reach the enemy base. Don't know what the infantry path change means until I see it. Will look later. It's only 1 turret / guard tower that can be taken down from a distance with rockets / tanks / artys Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 8, 2016 Author Totem Arts Staff Share Posted March 8, 2016 CNC-Tomb Release V1.21 ---Changelist V1.21--- - Removed Base Defence - Moved the silo to the south side of the map at a new spot that's only accessable with infantry - Added a rock for cover at the old silo location Download Here CNC-Tomb (V1.21) Map also uploaded to Mapper Cloud Storage Quote Link to comment Share on other sites More sharing options...
Henk Posted March 8, 2016 Share Posted March 8, 2016 Did you fix the thing I pm'd you about? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 8, 2016 Author Totem Arts Staff Share Posted March 8, 2016 Yes that was done in the previous update Quote Link to comment Share on other sites More sharing options...
RoundShades Posted March 14, 2016 Share Posted March 14, 2016 Should I make a new minimap? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 14, 2016 Author Totem Arts Staff Share Posted March 14, 2016 Should I make a new minimap? If you want Quote Link to comment Share on other sites More sharing options...
RoundShades Posted March 14, 2016 Share Posted March 14, 2016 If I don't, wouldn't be a little awkward visually? I downloaded the map and can work on it now. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 14, 2016 Author Totem Arts Staff Share Posted March 14, 2016 Okay thanks. Keep up the good work Quote Link to comment Share on other sites More sharing options...
RoundShades Posted March 15, 2016 Share Posted March 15, 2016 Sure. Btw, you never did fix the blocky edging on the landscape from the shadows. Something about lightmap resolution or something. Actually, you might want to fix it on this one. I can blend it out, but if around the silo appears ingame, anything like what it appears like played from editor, the silo lights reflects nearly solid white off the sand, while a very obvious solid black line appears in the edging of the shadow on the other side. If you would rather me make the minimap with the current map file, let me know and I will, I will just blend the tan sand from the edges across the lighted areas, as well as the shadow edges, but that won't fix it in-game where the lighting very much looks like that. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 22, 2016 Author Totem Arts Staff Share Posted March 22, 2016 CNC-Tomb Release V1.22 - Did some work in the world properties which will fix the landscape from top view (probably) Download Here CNC-Tomb (V1.22) Map also added to the Mapper Cloud Storage Quote Link to comment Share on other sites More sharing options...
RoundShades Posted March 23, 2016 Share Posted March 23, 2016 Much appreciated. Will take a look at it tonight. For reference though, I requested it to be fixed, besides making it easier on me (I did the last one, I can do it again by blending), it actually does show up in-game as well. I appreciate you fixing whatever effects it may have in-game. I would have made the minimap if asked either way though. Was just letting you know. I will check this out and use it for the minimap. Quote Link to comment Share on other sites More sharing options...
RoundShades Posted March 31, 2016 Share Posted March 31, 2016 I am sorry for my prolonged... wasn't completely absent, but was definitely not here frequently nor was I working on this, and for that I apologize. I finally did make that Minimap for the next version of Tomb. https://drive.google.com/open?id=0BxV7t ... UtsekNNcGM Notes: 1) Mounting info, same center x1230 y90 z0, size this time I aimed low rather than high and ended up scaled at 40400 when I tested. Same issues with darkness but it wasn't that bad last time so I didn't adjust as much. 2) I appreciate you fixing landscape lightmass texture, but it didn't completely fix all the issues, the silo and gdi refinery ones were there when I went to work. I blended them out best I could, no longer annoying boxes in minimap shadows. However, I fear these landscape shadow boxes may even show up ingame for some players. 3) This is a non-visible gameplay glitch and a recommendation. I am sure someone may have already told you, but Kenz3001 told me and I have confirmed, that your Tomb Wall and Brick Wall meshes catch the shoulders of infantry. The collision has friction. If you walk against a wall, you do not walk at all, it binds you in place, perfect way to get decapitated by gunfire. Short term easy solution for this map, is just to add invisible blocking volumes along the walls so infantry just barely don't come in contact to the walls. The invisible blocking volumes block infantry without binding them from walking, so they are an acceptable replacement. Make sure to do inside of tomb, that square that leads out to field, and the pillars along the outside of the square, plz and ty. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 31, 2016 Author Totem Arts Staff Share Posted March 31, 2016 I am sorry for my prolonged... wasn't completely absent, but was definitely not here frequently nor was I working on this, and for that I apologize. I finally did make that Minimap for the next version of Tomb.https://drive.google.com/open?id=0BxV7t ... UtsekNNcGM Notes: 1) Mounting info, same center x1230 y90 z0, size this time I aimed low rather than high and ended up scaled at 40400 when I tested. Same issues with darkness but it wasn't that bad last time so I didn't adjust as much. 2) I appreciate you fixing landscape lightmass texture, but it didn't completely fix all the issues, the silo and gdi refinery ones were there when I went to work. I blended them out best I could, no longer annoying boxes in minimap shadows. However, I fear these landscape shadow boxes may even show up ingame for some players. 3) This is a non-visible gameplay glitch and a recommendation. I am sure someone may have already told you, but Kenz3001 told me and I have confirmed, that your Tomb Wall and Brick Wall meshes catch the shoulders of infantry. The collision has friction. If you walk against a wall, you do not walk at all, it binds you in place, perfect way to get decapitated by gunfire. Short term easy solution for this map, is just to add invisible blocking volumes along the walls so infantry just barely don't come in contact to the walls. The invisible blocking volumes block infantry without binding them from walking, so they are an acceptable replacement. Make sure to do inside of tomb, that square that leads out to field, and the pillars along the outside of the square, plz and ty. 1) Thanks for making it 2) I know what was going on at the silo. The lights are so high that the landscape will mess up. I disabled the lights in the first version but forgot to do that in the last one 3) I'm going to use blocking volumes to fix this goddamn issue Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted April 1, 2016 Author Totem Arts Staff Share Posted April 1, 2016 (edited) CNC-Tomb Release V1.3 - Added an updated minimap - Got rid of the silo spotlights cause they mess up the landscape - Rebuilded lights which gave the map a new look - Moved the pillars more to the front to prevent getting stuck between the temple and pillars - Both teams own 2 rocket emplacements on the wall to stop enemy rushes NOTE: The collision of the Tomb isn't fixed yet. I'm working on it. https://drive.google.com/file/d/0B2ze9D ... sp=sharing Edited April 1, 2016 by Guest Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted April 1, 2016 Totem Arts Staff Share Posted April 1, 2016 no colission fixes Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted April 1, 2016 Author Totem Arts Staff Share Posted April 1, 2016 no colission fixes Forgot to say that. I'm working on that at the moment. I want to try to fix the collision of the models instead of adding blocking volumes EDIT: Updated the last post Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted April 1, 2016 Author Totem Arts Staff Share Posted April 1, 2016 CNC-Uphill Release V1.2 - Removed Minimap - World Properties Settings - Rebuilded lights https://drive.google.com/file/d/0B2ze9D ... sp=sharing Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted April 26, 2016 Author Totem Arts Staff Share Posted April 26, 2016 CNC-Tomb Release V1.31 - Updated Rock material - There was a bug where you could go with a medium tank in barracks sandbags, but I tried it and had no luck https://drive.google.com/file/d/0B2ze9D ... sp=sharing Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted May 14, 2016 Author Totem Arts Staff Share Posted May 14, 2016 So I had a great idea to release in an upcoming version. We all know the buildings have 1 standard looking. I wanted to give the buildings in Tomb a different looking. Buildings with sand on the exterior.....think about it: And look: This is just the barracks, but I will make for all the buildings sandblend versions Also a question to be awnsered. Do i have to add base defence so games will be better without early rushes Quote Link to comment Share on other sites More sharing options...
boxes Posted May 14, 2016 Share Posted May 14, 2016 Also a question to be awnsered. Do i have to add base defence so games will be better without early rushes No Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted May 14, 2016 Share Posted May 14, 2016 You're better off waiting for that. I'm gonna make sure we can override building materials next patch, so you can replace the material for a building by your desire. So you can make the sandblend materials already, but I wouldn't bother making a new .u file The problem here is that you need to override all 3 LOD's when doing these kinds of visual things. As the materials change per LOD. So next patch you're gonna have to make a copy of the static mesh with overridden LOD materials to your own package, and replace the static mesh within the actor. I've already tested this and it works. Also; keep in mind that you need to create sandy building materials for each LOD Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted May 14, 2016 Author Totem Arts Staff Share Posted May 14, 2016 Awesome...will help a lot Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted May 22, 2016 Totem Arts Staff Share Posted May 22, 2016 Does decal work here btw? This can be a good alternative but I've been failing to get that working in RenX since day one. I could use it in normal UDK no problem Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted May 22, 2016 Share Posted May 22, 2016 Does decal work here btw? This can be a good alternative but I've been failing to get that working in RenX since day one. I could use it in normal UDK no problem A decal would remove the fresnel effect Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted July 18, 2016 Author Totem Arts Staff Share Posted July 18, 2016 CNC-Tomb Release V1.4 - Tomb Exterior and Tomb Decoration don't have glitchy collision anymore (Only Interior walls still have it) - Fixed the GDI Power Plant where you could drive through the doors - Fixed Broken Nod Harverster - Landscape optimizations (Fixed some crappy spots) - Replaced Rocket Emplacements with Gun Emplacements - Fixed WF rollout nodes - Added AreaObjective Nodes - Updated Preview Image - Brick Material less orange - Added Sun Emitter https://drive.google.com/file/d/0B2ze9D ... sp=sharing Quote Link to comment Share on other sites More sharing options...
RoundShades Posted July 19, 2016 Share Posted July 19, 2016 Any reason the inside walls DO still have it? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted July 19, 2016 Author Totem Arts Staff Share Posted July 19, 2016 Any reason the inside walls DO still have it? Interior takes some more time to do. This is just a temporary version because Beta 5.2 will I think released when I'm on holiday (next week) and I probably can't finish it. I'll try to finish it this week but can't promise anything But IF it is released this week.....I'll contact the patchers about it (which I did yesterday with V1.4) because I want to make sure it is in game Oh yeah......Kenz would be proud when he reads this Quote Link to comment Share on other sites More sharing options...
Ryz Posted July 19, 2016 Share Posted July 19, 2016 Oh yeah......Kenz would be proud when he reads this Hope Kenz can handle all the proudness. A child, you doing stuff the way he thought you, must be emotional times for him ? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted July 19, 2016 Author Totem Arts Staff Share Posted July 19, 2016 CNC-Tomb Release V1.41 / Quick Hot-Fix - Fixed the Nod Harverster (NOW HE IS REALLY FIXED) https://drive.google.com/file/d/0B2ze9D ... sp=sharing Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted August 10, 2016 Author Totem Arts Staff Share Posted August 10, 2016 CNC-Tomb Release V1.5 - Added Communication Center- Added crates and tankblockers to locations where they originally also were - Fixed rock where you could walk on and then jump on the ramp near airtower - Added Sandblend materials to crates, tankblockers, sandbags, cactus, mystery crates (only outside the Tomb) - Fixed some crappy landscape spots - Medium Tanks and Light Tanks now appear with a Desert Skin - Fixed some tankblockers that were 'hiding' in the sand https://drive.google.com/file/d/0B2ze9D ... sp=sharing Map also added to the repo Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted September 21, 2016 Author Totem Arts Staff Share Posted September 21, 2016 CNC-Uphill Release V1.3 - Added AreaObjective Nodes - Fixed Tiberium Material of landscape - Optimized landscape in tunnel. It was quite crappy - Changed Grass meshes with a better looking grass - Added Minimap https://drive.google.com/file/d/0B2ze9DgoAGKINkQ5ZW5PUTFxODg/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 22, 2016 Share Posted September 22, 2016 (edited) You should move onto using the Downloads section of the website, up at the top. Do it. By the way, shouldn't you be on V1.6, not V1.3? -Added to Custom Maps server Edited September 22, 2016 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted September 22, 2016 Author Totem Arts Staff Share Posted September 22, 2016 2 hours ago, Madkill40 said: You should move onto using the Downloads section of the website, up at the top. Do it. By the way, shouldn't you be on V1.6, not V1.3? -Added to Custom Maps server Yeah will do that next time Tomb is on V1.5. Uphill is on V1.3 since yesterday Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 22, 2016 Share Posted September 22, 2016 Ah yes, my bad. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted December 9, 2016 Author Totem Arts Staff Share Posted December 9, 2016 Yooo, So is been a while since the last update of Tomb. It was not a famous update, because I updated this map like 3 to 4 months ago and still people don't know I released V1.5. Well it's been a while and I want to say that V1.6 is around the corner! This time no bug fixes because no bugs have been reported anymore so I think the bugs are over, but I still wanted to do some balance and optimization changes to the map. Changelist: - Added Auto-Defence to the bases. I did this earlier but people didn't like it but now it is really necesarry! Every match I see GDI getting rekt by early flame rush that can come from multiple ways. I want to prevent this and give GDI a chance to win like in the first releases of the map.... - Added Rocket Emplacement to the back of the bases (Credtis to @j0g32 for the awesome base assets) - Replaced 'Destroyed' houses in the field with regular rocks because nobody used it at all - Added Barb Wire to areas where people shouldn't go - Added bunch of bushes - Removed BSP left-overs that were causing collision problems near Nod Tiberium Field (I had this during WIP, was never at a release) - Updated Minimap Screenshots: The release date will probably be this weekend! So stay tuned people because we're going to Command & Conquer the enemy base soon! Quote Link to comment Share on other sites More sharing options...
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