Henk Posted August 10, 2016 Share Posted August 10, 2016 (edited) Continuing over here, because the map is now posted in the downloads section: https://renegade-x.com/forums/topic/75046-level-map-cnc-tunnels/ Download: https://renegade-x.com/forums/topic/75046-level-map-cnc-tunnels/ Description: 4 structures per team 2 Vehicle entrances 1 Infantry-only entrance 0 base defenses Lots of routes to take and open fields to battle in Lots of tunnels Lots of cover 1 Rock to jump over the Barracks' sandbags Preview: Top-down map: http://i.imgur.com/64QLfGY.jpg WIP topic: http://renegade-x.com/forums/viewtopic.php?f=135&t=76494 Leave a comment! Edited October 24, 2016 by Henk Map now posted in downloads section, this topic can be closed now. Quote Link to comment Share on other sites More sharing options...
TheWankBank Posted August 11, 2016 Share Posted August 11, 2016 Looks awesome, downloading right now. At first I thought this would be a really heavy infantry based map and there would 12 tunnels all over the map. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted August 11, 2016 Totem Arts Staff Share Posted August 11, 2016 Good looking minimap Quote Link to comment Share on other sites More sharing options...
Henk Posted August 11, 2016 Author Share Posted August 11, 2016 Looks awesome, downloading right now. At first I thought this would be a really heavy infantry based map and there would 12 tunnels all over the map. It depends on what you define as a tunnel, if you count the infantry-only entrances, the "trenches" in the bases and in the center, and those 2 mini tunnels in the center, there's 11 of them. But those small ones in the center are accesible to vehicles, and there's enough open space for vehicles. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted August 12, 2016 Totem Arts Staff Share Posted August 12, 2016 bootyful, nice work henk 1 Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted August 16, 2016 Share Posted August 16, 2016 Map added to repository and to test server Quote Link to comment Share on other sites More sharing options...
Henk Posted October 15, 2016 Author Share Posted October 15, 2016 From the WIP topic: Quote Might add some tunnels that connect the ruins in the field to eachother. Maybe also a connection to the trench/tunnel in the middle of the map. I don't want the base tunnels to be used for beacon placements. It's already very easy to cover a beacon at the backside of the Barracks and at the Airstrip from the vehicle tunnel. On the other end there's the WF and HoN which both have the infantry only path leading towards their back entrances. I'm considering placing GT's for both teams. Best way I can think of to make the bases smaller is by moving the Ref forward but the bunker might get in the way, and that's the spot I was planning to put the GT's. I'm now making/trying out these new tunnels. Also added some rocks on the edges of places in the field for cover and flanking. Don't want to add too much clutter for vehicles to get stuck on, that's why I'm keeping most of the cover for infantry on the sides. And I want the bottlenecks to be wide enough for at least 1.5 mammoth to fit through. And yeah it's dangerous to go into the field alone, but not anymore so than on Flying maps or maps like Field and XMountain where there's sneaky lpng range infantry on ledges, behind rocks and bunkers everywhere. I'm also gonna do some more optimization for framerates. Quote Link to comment Share on other sites More sharing options...
Henk Posted October 17, 2016 Author Share Posted October 17, 2016 (edited) Preview of the new cave/tunnel (WIP): Edit: Let there be light! Edited October 18, 2016 by Henk Quote Link to comment Share on other sites More sharing options...
Henk Posted October 18, 2016 Author Share Posted October 18, 2016 Changes to the bases: Refineries moved forward, and GT's added. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 18, 2016 Share Posted October 18, 2016 tripping post processing volumes at those shrooms would be awesome Quote Link to comment Share on other sites More sharing options...
Henk Posted October 18, 2016 Author Share Posted October 18, 2016 In the other tunnels that have those mushrooms I have a post-process volume that makes them a bit bloomy, and a subtle DOF effect. Going to add that here too. Don't wanna make it too trippy, that would get annoying A "Press [E] to use mushrooms", triggering a temporary trippy post processing effect would be pretty funny now I think of it. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted October 18, 2016 Totem Arts Staff Share Posted October 18, 2016 2 hours ago, Henk said: A "Press [E] to use mushrooms", triggering a temporary trippy post processing effect would be pretty funny now I think of it. TONY-STARKS picture takes over the players screen whilst my voice reverbs out of the players speakers in mystical ways. Quote Link to comment Share on other sites More sharing options...
Henk Posted October 22, 2016 Author Share Posted October 22, 2016 Update on the shroomcaves: It looks a bit brownish, but that's my laptop being weird, it's blacker and darker in the editor and in game And in stead of the bunkers I added something a bit more useful and powerful to the bases: Still lot of places for infantry to shoot from, this was pretty necessary to make the bases a bit less vulnerable to tank rushes. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted October 22, 2016 Totem Arts Staff Share Posted October 22, 2016 I love those shrooms. Maybe you need to make an extra tunnel to the ref so sneaking is still possible. This map is quite big and I noticed that sneaking is quite hard with those base campers... Quote Link to comment Share on other sites More sharing options...
Henk Posted October 23, 2016 Author Share Posted October 23, 2016 WF and HoN are reachable without getting in the line of fire of the GT. When the GT is down it's quite doable to sneak, easier than on Walls or Islands for example. I don't want to make a back entrance that's perfect for sneaking or only meant for sneaking, Hotwire/Technician infiltration shouldn't be too easy, it's not the ideal way I want to see a building get destroyed, games should be won more by teamwork and coordination instead of lone wolves. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted October 23, 2016 Totem Arts Staff Share Posted October 23, 2016 4 minutes ago, Henk said: WF and HoN are reachable without getting in the line of fire of the GT. When the GT is down it's quite doable to sneak, easier than on Walls or Islands for example. I don't want to make a back entrance that's perfect for sneaking or only meant for sneaking, Hotwire/Technician infiltration shouldn't be too easy, it's not the ideal way I want to see a building get destroyed, games should be won more by teamwork and coordination instead of lone wolves. Yeah, actually you're right. You have to blame bloody campers. Maybe this will stop the camping Quote Link to comment Share on other sites More sharing options...
Henk Posted October 24, 2016 Author Share Posted October 24, 2016 (edited) Added some particles to the mushrooms, and added some falling sand particles. I've also made the field a better place for infantry: added these small elevated parts to the base entrances: Added this infantry only part on each side: Also added some more rocks here and there, and 1 more tree by the GDI refinery so SBH's can hide a bit better from patrolling vehicles. I've also redone all the foliage, because it got screwed up when I copied my landscape to make the new tunnels. Minecart materials are done better. Framerates have also been improved quite a bit. I'll make a new minimap later today and then probably release the updated version (1.3) Edit: here's where these new tunnels roughly are: Edited October 24, 2016 by Henk Tunnel position 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted October 27, 2016 Totem Arts Staff Share Posted October 27, 2016 (edited) I'm curious how differently Tunnels would play if the Weps/HoN switched places with their respective teams' Refinery's, artillery targets change but infiltrating the bases to take out the Nod/GDI economy would become an easier goal, if one team tries to arty/MRLS then the other team has a chance to counter by attacking the Refinery instead of the more crucial buildings. Edited October 27, 2016 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted October 27, 2016 Share Posted October 27, 2016 I think the building settings is fine at the moment. let's wait for the new (fixed) map version. will be easier for sneakers and maybe GDI got the advantage now But I guess this topic should be *locked* Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted October 28, 2016 Totem Arts Staff Share Posted October 28, 2016 I think the main problem is the vehicle price of the buggy. buggys are 300 while humvees are 350. Because buggys are cheaper Nod is able to vehicle rush earlier than GDI. This is what I think Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted October 28, 2016 Totem Arts Staff Share Posted October 28, 2016 (edited) 1 hour ago, ThommyK0104 said: I think the main problem is the vehicle price of the buggy. buggys are 300 while humvees are 350. Because buggys are cheaper Nod is able to vehicle rush earlier than GDI. This is what I think The Weapons Factory produces faster than the Airstrip, doesn't it? Edited October 28, 2016 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted October 28, 2016 Totem Arts Staff Share Posted October 28, 2016 @Madkill not sure Quote Link to comment Share on other sites More sharing options...
Henk Posted October 28, 2016 Author Share Posted October 28, 2016 (edited) That's just one of Nod's features. They're more about speed than heavy armour so the buggy being slightly cheaper fits well. This topic can be locked, we can continue here: https://renegade-x.com/forums/topic/75046-level-map-cnc-tunnels/ Edited October 28, 2016 by Henk Quote Link to comment Share on other sites More sharing options...
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