Totem Arts Staff DaKuja Posted February 16, 2016 Totem Arts Staff Share Posted February 16, 2016 (edited) Here it will comes for the Haters and maby the Lovers from Eyes. CNC-Glasses is basically Eyes but smaller, scaled down and rebuild. It brings the XXXXL Feeling from Eyes latest Version back to an Normal Level where you don't get fast raped by Orcas,Snipers or other LongRange Ass*****. Glasses will have bunch of the old known Places like the Tiberium Cave, most of the Paths got changed and got more Infantry friendly. Both Teams get fair Chances to be "sneaky sneaky" and own the Enemys Bases or even rush them down. Both Bases got some similar defense Stractures and Pathes, but with some individually chances to hide or get cover agains the AGT/Obi I renounce on to many Details to keep the Map solid, everything what is needed get into it and should not be get the same Performance Issue like on Eyes with his Billions of Rocks. But it will get agin some cool Stuff like the Nod Gates. Updates follow soon! Greez. DaKuja Edited June 2, 2016 by Guest 1 Quote Link to comment Share on other sites More sharing options...
Xtractor Posted February 16, 2016 Share Posted February 16, 2016 Looking forward to that ver. Quote Link to comment Share on other sites More sharing options...
Glacious Posted February 16, 2016 Share Posted February 16, 2016 Sounds good and can't wait to try this Quote Link to comment Share on other sites More sharing options...
Ryz Posted February 16, 2016 Share Posted February 16, 2016 Can't wait for this map, but I have to say I like the 'big' Eyes also. With big I am refering to one of the earlier versions (I guess the one first included in Beta5). Keep up the good work Dakuja, glad to see you back on track! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted February 16, 2016 Author Totem Arts Staff Share Posted February 16, 2016 Here an Alpha Footage from the new Nod Base : http://imgur.com/F5ZTvj8 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted March 2, 2016 Author Totem Arts Staff Share Posted March 2, 2016 Here an Update to the Map: I made huge Steps on the Map creation! - GDI and Nod Base nearly done! (Missing some small Details and maby some Covers) - Tiberium Cave is done, it got everything what it needed: Tiberium! - Bunch of Pathes for Tanks and Infantry - Good old Silo in the Middle of the Map, at his known old Place from CnC-Eyes - Cool Bridges for more Mobility on the Battlefield for Rushes, Scouts or "Sneaky sneaky Guys" - Self-created Bunkers in each Base (see the Alpha Screenshot on the previous Post) - Self-created Structures in the Infantry Pathes and in the Nod Base - AI Pathes working pretty good, Harvesters got randomly so called "Derp-Moments" (Will be fixed for sure) ToDo: - Minimap - Fixing Harvesters - Adding some Details/Covers - Adding some sweet Visual Effects - EndGameCamera - Adding to the Test Server (Gameplay Tests) - Create a second Version with Flying Units So ye, this one going pretty good. Less Details for more performance, but it will looking sweet maby way better then Eyes? I'm sure this Map will find soon his Place on the Official Test Server and hope you Guys will enjoying it! Greez. DaKuja Quote Link to comment Share on other sites More sharing options...
Glacious Posted March 2, 2016 Share Posted March 2, 2016 Looking forward to this Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted March 16, 2016 Author Totem Arts Staff Share Posted March 16, 2016 A small Update in forma of a Screenshot: I took a huge Time so create something new i though it's about time to bring some new Stuff into the Game. That dosn't mean this Stuff goes common, but maby some of the Mappers get inspired by these things and go more creative and create more awesome looking Stuff. Next Days there will be more Updates Greez. DaKuja Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 16, 2016 Totem Arts Staff Share Posted March 16, 2016 Don't forget to add a Physical Material to the landscape btw. Also pls fix this on Eyes I like this bridge. Keep up the good work Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted March 23, 2016 Author Totem Arts Staff Share Posted March 23, 2016 Made some Progress: GDI Base: An Infantry Bridge to the Silo: The Basic Stuff is done, now i'm workin on the Details and testing all the self-created Stuff. Its not missing many and the Map get ready for the First Test! Greez. DaKuja Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted March 26, 2016 Author Totem Arts Staff Share Posted March 26, 2016 Well, after adding the PostProccessingChain seems the .udk Map File is broken At the moment it seems there is no way to fix this Problem in the worst case i lost the whole Map ... Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted March 26, 2016 Share Posted March 26, 2016 Send me the files and I'll try to fix it for you Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted March 31, 2016 Author Totem Arts Staff Share Posted March 31, 2016 (edited) After Ruud helped me to solve the Problem i'm nearly done with the first Version Here some other Progress Screenshots: Tiberium Field aka. Tiberium Cave: Let the Sunlight in! Infantry Path near the Tiberium Field: The new (Tiberium Cave) Infantry Path - Solid, good lookin' and functional! The "Field": Some High- and Lowpathes And the Nod Base: The Basic Layout still the same since the Start but seems pretty good placed Greez. DaKuja Edited June 2, 2016 by Guest Quote Link to comment Share on other sites More sharing options...
SMayhew Posted March 31, 2016 Share Posted March 31, 2016 Glad this got saved, it's looking very good! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 31, 2016 Totem Arts Staff Share Posted March 31, 2016 I have to say it: this looks even better than the original Eyes. Keep up the good work Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted May 6, 2016 Share Posted May 6, 2016 Map added to the official testing server! I'll post my feedback later by editing this post Quote Link to comment Share on other sites More sharing options...
RoundShades Posted May 6, 2016 Share Posted May 6, 2016 Minimap done? Just say the word and I will make one. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted May 6, 2016 Author Totem Arts Staff Share Posted May 6, 2016 Nope, after uploading the Map Me and Ruud realized that some Stuff missing like the PT Level,EndGameCamera and more x) But feel free to made one, I would very grateful! That is the most horrific thing i had to do There is nothing missing where you can't play the Map, so i waiting for some Feedbacks and don't be shy! Every Feedback even negative ones helps to improve the Work! Greez. DaKuja Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted May 6, 2016 Share Posted May 6, 2016 So heres the feedback: - You're missing a PT level - No endgame camera These tunnels/bridges don't have collision (not any of them) This APC was still in the level for testing I guess? This nice playset needs a material override Bushes have a different color, maybe change it to the grass's color? Tiberium foliage needs re-referencing to have it's material in it's own package, OR wait until the new CNC-Eyes update and it'll be fixed. Right now it's referencing to an old package Same goes for this; I forsee very nice gameplay. Great job! Quote Link to comment Share on other sites More sharing options...
Henk Posted May 6, 2016 Share Posted May 6, 2016 The lighting and coloring on this map looks way better than on Eyes. Hope we can play this soon. Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted May 9, 2016 Share Posted May 9, 2016 Maps like these are what kept Ren going. (Theory to be proven) Edit: Personally , I think Ruudes wrong about the playset and if anything make them look like holograms. Quote Link to comment Share on other sites More sharing options...
Guest Gliven Posted May 24, 2016 Share Posted May 24, 2016 That apc in skirmish looks like this(the one on the right) in the testing server it is normal size but super buggy. Made for a hilariously good time. Give both sides mini APC's and this will probably be the only map i play from now on. Quote Link to comment Share on other sites More sharing options...
Guest Gliven Posted May 24, 2016 Share Posted May 24, 2016 Also the WF doors dont have vehicle blocking, so you can drive inside with humvee or buggy. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted May 24, 2016 Author Totem Arts Staff Share Posted May 24, 2016 The APC Stuff is funny but on Pub. Servern totally overpowered. Its way to fast and nearly impossible to land a hit. Guys who learned to drive this little Monster will do maby 50+ Kills by Roadkills. The most funny fact on this is, you drive into the Enemy Base and there jumping 5 Guys out of the Apc like the Cartoon Cars with there 10+ Clowns. That funny APC will be not on the next Update, its funny but ye.. don't really important. Ye the old known missing Collision on the WF Prefab, i'll fix it for the next Update thanks for the recall. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted June 2, 2016 Author Totem Arts Staff Share Posted June 2, 2016 Well I worked another Hours on Glasses and made some Progress: Nod's defense took some Damage! Nod reinforcement! GDI defense took also some Damage Old Stractures which get lost at the last Attacks from both Armys New Tiberium-Silo Chamber More Details - Covers on the Ways and Fields Adding/Fixes/Removes: - Added bunch of Rocks on the Field and Pathes to had some Cover - Added more Grass and Bushes - Added old Bunker Stractures - Added Rocks around the Tiberium Field (Infantry Path) to prevent B2B Action - Added more Details around the Map - Added Ambient-Sounds - Added PT Level - Added EndGameCamera - Fixed missing Collision at the Tiberium Field (Tiberium Meteor) - Fixed Tiberium Fog - Fixed Collision around the Map - Fixed Harvester Spin-Party - Fixed Missing Materials at the Tiberium Field - Fixed Missing Materials inside the bigger GDI Bunker (Back Entrance) - Fixed Collision Bug at the Nod Infantry Path behind the Nod-Refinery - Removed the so much loved Mini-APC (Sorry Guys!) - Removed LensFlares at the FloodLights at the GDI "Warehouse" Currently i'm still working on the next Version but i'm pretty sure i can release it in the near future on the Official Testserver Greez. DaKuja Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted June 2, 2016 Author Totem Arts Staff Share Posted June 2, 2016 Who will find the difference between these? ... derp Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted June 2, 2016 Totem Arts Staff Share Posted June 2, 2016 Hmmmm very hard to see.... But if you can access that bunker, mind that bunker pc has no collision or very bad collision. Put a blocking volume around it Quote Link to comment Share on other sites More sharing options...
RoundShades Posted July 30, 2016 Share Posted July 30, 2016 TestServer thread link to onedrive is broken. Can someone post a working current copy of Glasses? I need to make a minimap like last week... Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted August 2, 2016 Author Totem Arts Staff Share Posted August 2, 2016 Here an fixed Version of CnC-Glasses: http://maps.constructivetyranny.com/dat ... f640c1--de EndGameCam still missing cause of an weird bug - still try'n to fix it. I'm still happy about any kind of feedback - BugReports or Balance Issues Next Version may take a while cause not much free time these days, let you now guys if there some progress. Greez. DaKuja Quote Link to comment Share on other sites More sharing options...
RoundShades Posted August 8, 2016 Share Posted August 8, 2016 Is a decent map. I was not able to test it in editor. As such, you have a minimap with no testing done. I can give you the center, and the alleged scale, but the scale will be off, and if your SDK works, you can walk up to a wall and see if your standing against the wall. If you are standing away from the wall, raise the number. If you are standing inside the wall, lower it. Coordinates: X=538 Y=-3027 Z=0 WorldSize: 39900 (untested, test and adjust yourself please) Don't Use Image Below, It's Just a Preview, use zipped-file link for .TGA Rx_Minimaps - Glasses.zip Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted August 8, 2016 Author Totem Arts Staff Share Posted August 8, 2016 Thanks Yagi! Quote Link to comment Share on other sites More sharing options...
Ryz Posted August 8, 2016 Share Posted August 8, 2016 Curious to try this map, good work as always Dakuja! Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted August 13, 2016 Share Posted August 13, 2016 Remove the bugtastic APC from your map. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted August 16, 2016 Share Posted August 16, 2016 In your .ini file please look at the top line: [CNC-Canyon Rx_UIDataProvider_MapInfo]MapName=CNC-Glasses FriendlyName=Glasses ;PreviewImageMarkup=RenXFrontEnd.MapImage.___map-pic-cnc-canyon Size=Medium Style=Symmetrical NumPlayers=12 AirVehicles=disabled TechBuildings=1 BaseDefences=Full MineLimit=30 VehicleLimit=10 Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted September 25, 2016 Share Posted September 25, 2016 So whats the status of this promising map? Are you still finishing it?? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted September 27, 2016 Author Totem Arts Staff Share Posted September 27, 2016 Â On 25.9.2016 at 9:14 PM, Ruud033 said: So whats the status of this promising map? Are you still finishing it?? Ye, still in progress but the work on it goes really really slow cause of hardware issues and missing time. I don't know when it's got his next update sure is that it will take several days - sorry about that but can't change it at the moment Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted September 27, 2016 Share Posted September 27, 2016 Hmm ok, would like to see it finished ! Would be a pity if it were forgotten Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 27, 2016 Share Posted September 27, 2016 If you want the minimap being done, I can help you with that one. Takes no time at all. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted October 3, 2016 Share Posted October 3, 2016 (edited) - WF GT can't detect Nod at close range [Freak told me it's likely due to a volume/collision around it.] - Inf path (HoN -> Bar): theres a gate in a fence you can't walk through (neither from field side, nor from inf path side) - Tiberium Field Meteor: you can shoot through it (but you can't walk into it) For screenshots look here:Â http://tyrant.gg/showthread.php?tid=710 (sorry I'm too lazy to add them here...) Sn4ke Edited October 3, 2016 by DarkSn4ke 1 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted October 5, 2016 Share Posted October 5, 2016 (edited) Places to get stuck: - between boxes next to GDI PP: http://prnt.sc/cq77xr [was looking for a glitched nuke spot and got stuck there several times... you'll also get stuck behind the upper box] - INF path (HoN -> Bar): http://prnt.sc/cq7b7a / http://prnt.sc/cq7cds [reticle] - behind GDI Ref: http://prnt.sc/cq7dq4 Missing Collisions: INF path (HoN -> Bar): http://prnt.sc/cq7f6r [wall next to Sakura Spy] / http://prnt.sc/cq7frv / http://prnt.sc/cq7gmi / http://prnt.sc/cq7h92  *** Special Thanks to: Try-Out ***  Edited October 5, 2016 by DarkSn4ke Quote Link to comment Share on other sites More sharing options...
Henk Posted October 15, 2016 Share Posted October 15, 2016 Please finish this, @DaKuja Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted October 15, 2016 Author Totem Arts Staff Share Posted October 15, 2016 I'll try it! (Bad-) -luck but last week i started my education as Game Designer/Level Designer. This will take 90% of the time until i'm done with it. Sadly i got still the problems with my Win10 and hardware - seems my hardware getting way to old and died slowly after 7 years of duty *salute* Well i can't promise anything about some progress in the next 2 years But after finishing the education i'm pretty sure i get way more knowledge about everything for games nd hopefully I can put this into the future of Renegade-X and my projects!  Greez. DaKuja  1 Quote Link to comment Share on other sites More sharing options...
Henk Posted October 15, 2016 Share Posted October 15, 2016 2 years, that's a long time Don't know how much work exactly is left but maybe someone else can help you finish it? If it's just small things like missing collision and things you can get stuck on it's still your creative work and design. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted October 19, 2016 Share Posted October 19, 2016 (edited) Nod Bunker not vehicle proofed with an APC you can jump on top of this steel girder... apart from the things I've posted I couldnt find anything else... one last thing might be the crate spots.... 1 SBH can easily farm 80% of the crates... :-/ PLEASE.... finish that map... anyone... as Dakuja is too busy with RL! The map is good! Just needs some bug fixing and polishing... Â Edited October 19, 2016 by DarkSn4ke Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted October 21, 2016 Share Posted October 21, 2016 On 10/15/2016 at 2:20 PM, DaKuja said: I'll try it! (Bad-) -luck but last week i started my education as Game Designer/Level Designer. This will take 90% of the time until i'm done with it. Sadly i got still the problems with my Win10 and hardware - seems my hardware getting way to old and died slowly after 7 years of duty *salute* Well i can't promise anything about some progress in the next 2 years But after finishing the education i'm pretty sure i get way more knowledge about everything for games nd hopefully I can put this into the future of Renegade-X and my projects!  Greez. DaKuja  Dude, if all CNC-Glasses requires are collision fixes, a minimap and a loading screen then if it's okay with you I could finish the map up for you? Then in 2 years you can have something more fantastic or a renewal of Glasses. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted November 16, 2016 Share Posted November 16, 2016 (edited) Hey guys, great news - @Madkill40 is working on this map! He already sorted Minimap and fixed a stuck spot. Let's hope it gets finished a.s.a.p. Here's a summary for Madkill: - WF GT can't detect Nod at close range [Freak told me it's likely due to a volume/collision around it.] long range works not working from that distance - Inf path (HoN -> Bar): theres a gate in a fence you can't walk through (neither from field side, nor from inf path side) - Tiberium Field Meteor: you can shoot through it (but you can't walk into it) Places to get stuck: - between boxes next to GDI PP: [you'll also get stuck behind the upper box] - INF path (HoN -> Bar): [reticle] - behind GDI Ref: Missing Collisions: INF path (HoN -> Bar): [wall next to Sakura Spy] Missing collision @ bunker: Nod Bunker not vehicle proofed with an APC you can jump on top of this steel girder... Bad INF-path vehicle blocking volumes: looks like this then simliar problem on Npd side, origin: Nod PP - needs additional collisions. AGT shooting to Silo: AGT can hit Nod INF there... Hope that's everything... You also may reconsider the crate spawn spots. One SBH could easily farm 80% of the crates. But we can also wait until we do the first 40 players test on Glasses ^-^ Regards, Sn4ke  Edited November 16, 2016 by DarkSn4ke Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted November 17, 2016 Share Posted November 17, 2016 (edited) Not going to move the crates. I noticed by a GDI pillbox that the maps surrounding blocking volumes created a large empty gap, I cannot ungroup the volumes and move them individually so I improvised and filled this empty no-go area with some props, these little additions to one tiny inaccessible area of the map do not change the map in any way at all. The issue with the blocking volumes and the gate seems more like those volumes were meant to be vehicle blocking volumes or at least in part meant to be vehicle blocking volumes instead of them all being regular blocking volumes. Again, I couldn't change the one volume into an individual volume so I've used the existing volumes as vehicle blocking volumes and added new blocking volumes to stop players getting to places I assumed the bulk of the volumes were for. All stuck points, vehicle no-gos and reported issues have been fixed. Minimap has been added to the map. Map is now being 'built'.  Edit- Not sure if an EndGameCam was ever applied to Glasses, haven't checked, I hate the damn EGC. But will do it after the next playtest if it does not already exist.  Edit 2- It would seem something went wrong in stopping gunfire going through the meteorite. Strange that the volumes within are ignored. Edited November 17, 2016 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted November 17, 2016 Share Posted November 17, 2016 test it guys ^^ I'm going to gest it this evening  Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted November 18, 2016 Author Totem Arts Staff Share Posted November 18, 2016 (edited) I'll take a look too at the weekend on the great Test-Server. Cheers Edited November 18, 2016 by DaKuja Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted November 18, 2016 Share Posted November 18, 2016 (edited) About to update the map file with the remaining issues ironed out. Nod arty can no longer hit GDI Harvester from the Nod base Entrance. Gunfire will no longer pass through the Tiberium meteorite. Gawdy snow bunker material changed. (snow pretending to be sand in this map looked too pixelated, standing out in a bad way) Obelisk moved an inch closer to reach to the same extent as the AGT. That's all reported and newly discovered issues sorted. Until new places a player can get stuck are found anyway. Minimap will need a tiny bit of an update for that one rock, I'll use a demo from the test server of the last Glasses map test to make a loading screen. ---Edited-- Map updated, download below. Added to CT Test Server. Also added a potentially psychotic Endgame-Camera. Â Edited November 18, 2016 by Madkill40 Map Updated Quote Link to comment Share on other sites More sharing options...
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