Totem Arts Staff TK0104 Posted January 30, 2016 Totem Arts Staff Share Posted January 30, 2016 Post here your feedback Quote Link to comment Share on other sites More sharing options...
RoundShades Posted January 30, 2016 Share Posted January 30, 2016 Post here your feedback There will be none from the official test group, as there was no Tomb in the testing session today. Sorry m8. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted January 30, 2016 Author Totem Arts Staff Share Posted January 30, 2016 Post here your feedback There will be none from the official test group, as there was no Tomb in the testing session today. Sorry m8. Thats is good news for me. It means that the map Will be moved to next saturday (I camp the pc for myself then) Quote Link to comment Share on other sites More sharing options...
Ryz Posted February 7, 2016 Share Posted February 7, 2016 Tested it yesterday, really love this map. Some things I found: - You can get 'out' of the level at some places, the soft boundaries do not work at the back of the GDI base and this makes it possible to drive around the map 'outside' the world. You can even shoot the Nod base from outside the world boundaries - I managed to get a Humvee in the HON. Overall your best map yet I think! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted February 7, 2016 Totem Arts Staff Share Posted February 7, 2016 think we need a community map bug list Quote Link to comment Share on other sites More sharing options...
MarkSchnayder Posted February 7, 2016 Share Posted February 7, 2016 Things I found - like ryz already mentioned you can get out of the map at the back of gdi and marty also made it at the nod tib field - you can drive through the walls which are next to the silo - you can jumb from gdi base wall on top of the rock in the middle Actually I cant remembet that map but it looks like real fun ... well done thommy! Quote Link to comment Share on other sites More sharing options...
XD_ERROR_XD Posted February 7, 2016 Share Posted February 7, 2016 I've already put some feedback about this map on another thread, but i want to hear your opinions about vehicle combat. Is there not enough strategic locations to hide your vehicle in or do you like the amount of brawling that the small open environment gives? I haven't tested the map myself but i do think this is going to be the prime character of this map. Quote Link to comment Share on other sites More sharing options...
Bananas Posted February 7, 2016 Share Posted February 7, 2016 GDI ref is much easier to hit with rocket rush or arty in the field compared to the nod one. See these two screens. No collision on these On the non silo path gdi can easily hit nod buildings while being protected due to the rocks Can jump onto the rocks from here and get all over the top middle Stuck Can jump on this rock and get stuck Soft boundaries are bugged in spots. I would say silo somewhere else or not at all would be better for gameplay. Right now it's another map where you control silo and harvies at the same time. Looks like it could be a decent small map. Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted February 9, 2016 Share Posted February 9, 2016 I couldn't get a great screenshot of it so I'll describe it. In the Tomb itself there are little bowls with fire in them. When you stand on the second floor, the fire from the bowls will clip though the floor/ceiling making it a literal definition of "The roof, the roof, the roof is on fire". Looks a bit silly Also, you can get on top of the GDI wall and jump on the rocks dividing both bases. Rest of the bugs I found are already posted. I must say I really like the map. Quote Link to comment Share on other sites More sharing options...
Henk Posted March 1, 2016 Share Posted March 1, 2016 Played it a few times on 20v20 now, end it ended really quick every time. I think it's because: - there's 2 vehicle paths (Mesa has that too but it has automated base defense, but adding automated base defense to this map is not necessarily the solution) - The building entrances are pretty close to the tomb exit, that makes (early) infantry rushes a bit easy, you don't see the infantry coming from far away, and they're inside the strip in seconds. Of course it's ok if a game ends quickly sometimes, but I don't really like it if it's over before it really starts every time. Quote Link to comment Share on other sites More sharing options...
Ryz Posted March 1, 2016 Share Posted March 1, 2016 As mentioned before: personally I like this, but maybe there is a middle of the road solution? Would it for example be possible to have temp defences for like the first ten minutes? Or maybe a minefield on one of the base entrances (back path for example) which gets hit by an ionstorm after 10 min so the road becomes available? Quote Link to comment Share on other sites More sharing options...
Henk Posted March 1, 2016 Share Posted March 1, 2016 Or having to blow the tomb open with explosive weapons like c4, rocket launchers and grenades. Quote Link to comment Share on other sites More sharing options...
Ryz Posted March 1, 2016 Share Posted March 1, 2016 Or having to blow the tomb open with explosive weapons like c4, rocket launchers and grenades. Sounds like a great plan, but might be hard(er) to realize? Quote Link to comment Share on other sites More sharing options...
Henk Posted March 1, 2016 Share Posted March 1, 2016 I think it can be done by making a "vehicle" class (one that doesn't move, can't be entered and doesn't shoot). Haven't tried that before but that should work. If it's faction could be neutral so both teams can destroy it that would be best I think. I've had the idea for over a year, for the first map I sketched up, before Reservoir even Quote Link to comment Share on other sites More sharing options...
HaTe Posted March 1, 2016 Share Posted March 1, 2016 I like it the way it is, personally. It's very similar to the original, just as it should be. I think many games are ending early on new maps because the majority of people are just wandering around exploring and figuring out the layout, while others have a clear easy path to destroying the enemy base. Give it some time before any drastic change...it played well in the original with this layout. (If anyone is looking for a new original Renegade fanmap to start on - please look at Uphill. It was one that was made later on, but was a fan favorite on servers and would play excellent in Renegade X I believe. Also relatively simple layout compared to most others). Quote Link to comment Share on other sites More sharing options...
Ryz Posted March 1, 2016 Share Posted March 1, 2016 (If anyone is looking for a new original Renegade fanmap to start on - please look at Uphill Guess Thommy is working on this one (aloneside river) now. The Uphill topic is actually one with the Tomb one: viewtopic.php?f=138&t=76017&hilit=Uphill Quote Link to comment Share on other sites More sharing options...
HaTe Posted March 1, 2016 Share Posted March 1, 2016 Awesome. Can't wait to play that one when it is released. It was fanmap that played very much like the original maps (fanmaps typically had far too many entrances/exits to the base compared to the originals) which I really enjoyed from a competitive standpoint. I do worry about the elevation changes though, considering that that vehicles in Renegade X do not work well with elevation changes whatsoever (both the phsyics and the turret don't behave how they should). Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 1, 2016 Author Totem Arts Staff Share Posted March 1, 2016 Awesome. Can't wait to play that one when it is released. It was fanmap that played very much like the original maps (fanmaps typically had far too many entrances/exits to the base compared to the originals) which I really enjoyed from a competitive standpoint. I do worry about the elevation changes though, considering that that vehicles in Renegade X do not work well with elevation changes whatsoever (both the phsyics and the turret don't behave how they should). It is already released . You can play it on the test servers (NOTE: Ruud hasn't updated it to current version) Quote Link to comment Share on other sites More sharing options...
Mystic~ Posted March 5, 2016 Share Posted March 5, 2016 The map becomes very one sided in favour of the team who manages to take the silo and tiberium field side. Maybe the silo could be put on the opposite side, or on the roof of the tomb if it's flat... Quote Link to comment Share on other sites More sharing options...
boxes Posted March 5, 2016 Share Posted March 5, 2016 ^Silo needs to be put somewhere else or just remove it. Quote Link to comment Share on other sites More sharing options...
DoctorB0NG Posted March 5, 2016 Share Posted March 5, 2016 ^Silo needs to be put somewhere else or just remove it. Quote Link to comment Share on other sites More sharing options...
Glacious Posted March 5, 2016 Share Posted March 5, 2016 I like dis Quote Link to comment Share on other sites More sharing options...
RoundShades Posted March 5, 2016 Share Posted March 5, 2016 Am I the only one that feels that having the silo and harvesters on same side, isn't that big a deal as it leaves the other side vulnerable for attack? Quote Link to comment Share on other sites More sharing options...
Bananas Posted March 6, 2016 Share Posted March 6, 2016 There's no need to have a silo at all with that case. The harvesters will always be fought over. The silo doesn't add anymore reason to be there. Also I like dis. Quote Link to comment Share on other sites More sharing options...
RoundShades Posted March 6, 2016 Share Posted March 6, 2016 XMountain blocking volumes so the walls don't eat your character > moving or removing silo on Tomb. Or both, at this point I am willing to barter one for the other as strongly as I feel for it. Quote Link to comment Share on other sites More sharing options...
Guest Gliven Posted March 28, 2016 Share Posted March 28, 2016 You are able to get vehicles in crates inside tomb, at the top near the silo. First time it happend, the vehicle spawned stuck in the wall during a pub game. I managed to replicate it twice in skirmish. One where a wolverine spawned perfectly, second time, with recon bike stuck in the floor. Quote Link to comment Share on other sites More sharing options...
Moderator Quinc3y Posted April 3, 2016 Moderator Share Posted April 3, 2016 I like this map. Some technical/graphics stuff here and there, but it plays great. It's dynamic and allows for different kinds of gameplay (as in: a lot of units are effective and there's a lot of ways to win the game). I just think it could be more balanced. I feel GDI has an advantage now, for 2 reasons: - the spot behind rocks near Nod PP that is overlooking Nod base. GDI tanks can shoot at Nod base while covered, especially MRLS there is op, it can shoot all buildings and vehicles landing at strip. That spot needs nerf imo - the vehicle area doesn't have much cover, which makes it GDI friendly. I would add some rocks/small walls (especially on the non-harvester side) for artilleries and flame tanks to counter meds better. As it is now it's much easier for GDI to control the field Also like people above mentioned I would move silo to the other side / remove it, to make gameplay even more interesting. But if you went for removing, make sure to fill that spot with some cover for artilleries. Quote Link to comment Share on other sites More sharing options...
Kaiser739 Posted April 4, 2016 Share Posted April 4, 2016 I like this map. Some technical/graphics stuff here and there, but it plays great. It's dynamic and allows for different kinds of gameplay (as in: a lot of units are effective and there's a lot of ways to win the game). Agreed. When I played this map as Nod for the first time, I thought it was perfect for stank rushes. However, in about 20-25 games I've played on Tomb, I haven't seen a decent one happen yet, which does quite astonish me! Quote Link to comment Share on other sites More sharing options...
Henk Posted April 4, 2016 Share Posted April 4, 2016 Starting to like the gameplay more as well. But can you make the collision on the tomb so we don't get stuck to the walls etc.? And I still think the tomb could use som more details and props, and more detail/poly's on the coffin and entrances. Quote Link to comment Share on other sites More sharing options...
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