Henk Posted October 24, 2016 Share Posted October 24, 2016 View File [Map] CNC-Tunnels Description: 4 Structures per team (Refinery, Power Plant, and the Infantry and Vehicle structures) 1 Machine Gun Guard Tower per team 1 Respawning Rocket Emplacement per team 2 Vehicle entrances 1 Infantry entrance Lots of paths and different tunnels Symmetrical (mostly) Submitter Henk Submitted 10/24/2016 Category Levels Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 24, 2016 Share Posted October 24, 2016 @Fffreak9999 could you update mara, aow and the test server? And also add it to the auto-downloader? Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted October 25, 2016 Share Posted October 25, 2016 (edited) @Fffreak9999 No! Don't update the new Tunnels version on Mara/AOW yet - only Test server is fine.... Will post the bugs in a couple of minutes ### Edit: ### broken minimap broken sunlight in Nod tunnel (near Airstrip) above the new tunnel branching (mid map) is a small - extremely funny - collision... your Humvee goes breakdance... your MedTank flying. flying APC due to the colision as you can see.. we had a lot of fun TEST it! its amazing Try-Out managed to get a Nod APC cave in the tunnels (near branching, see collision screens above) vehicles can access the inf new infanty path (both of them) floating stones near GDI PP the bushes in (both) Tib Fields got collision. Nod harvy gets stuck there sometimes the green mushrooms glow too strong it's possible to climb the PPs (also GDI PP - SBH on top of a stank can easily jump on PP) Stuck places: GDI base infantry entrance Hope we got everything. Happy fixing Henk the new version looks good! *** Special Thanks to: Try-Out *** Edited October 25, 2016 by DarkSn4ke added bug screenshots.. Quote Link to comment Share on other sites More sharing options...
Henk Posted October 28, 2016 Author Share Posted October 28, 2016 Ah you edited your post, I hadn't seen it yet. Thx for these, will fix them asap. Quote Link to comment Share on other sites More sharing options...
Henk Posted October 28, 2016 Author Share Posted October 28, 2016 I swear I put vehicle blocking volumes all around those new infantry ledges, fixed now. Vehicle breakdancing was caused by the upside down terrain from the cave, it was invisible but still causing collision, flattened now and should be fixed. Bush collision fixed Minimap fixed, forgot to set it to UI mode. Made the Vehicle Blocking Volumes on PPs higher and converted them to Blocking Volumes (Any non-flying map should apply this by the way @Ruud033 (Don't know who's in charge of this so I tagged you, Ruud) ) I adjusted the green light's brightness from 6 to 4. Can't see the result untila fter I build lights. All those stuck spots fixed. Building lights tonight. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted October 28, 2016 Share Posted October 28, 2016 3 hours ago, Henk said: Ah you edited your post, I hadn't seen it yet. Thx for these, will fix them asap. sorry - didn't want to double post you didnt release the fixed version in the download section yet? Quote Link to comment Share on other sites More sharing options...
Henk Posted October 28, 2016 Author Share Posted October 28, 2016 No I need to rebuild lights first, but that takes like 2 hours, so I'll make it build lights when I go out tonight. Quote Link to comment Share on other sites More sharing options...
Henk Posted October 29, 2016 Author Share Posted October 29, 2016 Updated Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted October 31, 2016 Share Posted October 31, 2016 (edited) @HenkAccording to Try-Out the "vehicle breakdance" issue is NOT fixed.. Didn't test the new version yet. Maybe tomorrow... EDIT: Alright @Henk I can confirm Try-Out: The upside down cave terrain collision is NOT fixed. But there's no more real vehicle breakdance [I loved that! ] at first I tried to find the collision again with a buggy.. I failed but Nod APC worked [reticle] other side - same problem as in the previous map version (1.3) Nod APC caves in the mud while trying to free my APC it tipped over and did a weak breakdance but got destroyed... Edited November 3, 2016 by DarkSn4ke Tested the new map version myself.. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted November 16, 2016 Share Posted November 16, 2016 @Henk Ok, time for a double post... sorry that it took that long but I got a bit lazy regarding RenX map testing (or posting..) following screens are from Try-Out: Bad collision / breakdance area: Floating stuff: Green muschroom glow (too strong): Hope thats everything you need to fix that great map Regards, Sn4ke 1 Quote Link to comment Share on other sites More sharing options...
j0g32 Posted November 18, 2016 Share Posted November 18, 2016 Wow, still in love with the looks of the map! Great job @Henk And big shout out to @DarkSn4ke for thoroughly testing all the maps! Cheers man! Quote Link to comment Share on other sites More sharing options...
Henk Posted November 18, 2016 Author Share Posted November 18, 2016 Thanks! I'll try fixing all of these problems this weekend now I'm done with the new version of Snow. 1 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted November 18, 2016 Share Posted November 18, 2016 (edited) 10 hours ago, Henk said: now I'm done with the new version of Snow. o_0 release release release Edited November 18, 2016 by DarkSn4ke Quote Link to comment Share on other sites More sharing options...
Henk Posted November 22, 2016 Author Share Posted November 22, 2016 @DarkSn4ke Fixed the (still) mysterious vehicle breakdancing after a lot of struggles. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted November 22, 2016 Share Posted November 22, 2016 nice please announce the fixed version release, so T.O. & me can do our best - but hopefully this time we fail cuz there's nothing left to fix Quote Link to comment Share on other sites More sharing options...
Henk Posted December 5, 2016 Author Share Posted December 5, 2016 Map updated to version 1.4 Quote Fixed all problems posted by Darksn4ke, including the vehicle breakdancing. Added more hills to the field. Converted the Dominant Directional Light to a Directional Light, less crisp shadows when Dynamic lighting is turned on, but this way the map has the same brightness for people who have Dynamic Lighting turned off in the settings. The lighting was also pretty expensive, I'm getting 12 to 15 FPS more now I've changed the light Filesize of the map and package in total has been reduced by 80 MB. Added a forest to the back of Nod's base Added a lake to the back of GDI's base WF's vehicle rollout nodes fixed for bots. New mini-map. Mushrooms can cause short-term psychedelic side effects (make sure you have post-processing enabled ) 1 Quote Link to comment Share on other sites More sharing options...
Henk Posted December 6, 2016 Author Share Posted December 6, 2016 Updated to 1.4.1 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted December 6, 2016 Share Posted December 6, 2016 (edited) hmmm, all in all well done, but you need to rework most of the boulder collisions. Most of them are "useless" for glitchers, except to annoy the enemy or lure them at the other side of the base for distraction, but 1 collision glitch will get a certain building (Ion) will upload the screens within the next hour I guess PS: once again I tried to get out of the map. failed again ############################################################## EDIT: so here are the screenshots... Floating grass etc.: [T.O. screens] GDI side GDI side Nod side Stuck spots: you can get out of there by JUMPING/CROUCHING (but not all the times) 100% stuck, there is absolutely nothing but suicide / getting killed / enter a nearby vehicle to get out of there Infantry path vehicle collision near GDI WF: This is no real bug, but some Nod players might get surprised by GDI vehicles rolling over them here: usually the collision is in front of the tank barriers. so GDI vehicles could surpirse Nod infantry here Harvy routes / speed / harving cycle time / whatever you want to call that: 1. Dump: Nod harvy dumps ~23s before GDI harvy starts to dump 3. Dump: GDI harvy has a delay (to Nod harvy) of ~ 54 seconds Nod-Harvy-Route: ~ 2:50 min GDI-Harvy-Route: ~ 3:08 min Usually the harvesters get destroyed a lot, so this is a bit theoretical, but... if the Nod harvy survives they have an enormous time advantage (at least in my opinion ) Was that intended or not? By killing harvesters the team kind of balance the different harvy times anyway & a slow / fats harvy at start can both have advantages / disadvantages (attacking / defending them) Bad boulder collision - nuke / ion glitch: Spoiler Ok, I masked the screens above as they are not that interesting. You can glitch nukes / ions into the boulders but they can't hit a building. BUT... of couse they can be used for distraction / annoy the enemy team... and on all the posted screens nukes / ion vanish COMPLETELY. you can't see them (not even the blink) but you can hear em... though some players have problems with that Last but not least: Ion -vs- Airstrip: uhm yeah... I chose on of the bigger boulders so the Ion gets 100% out of sight... but... yeah. I died, Strip survived Next try: partly visible - Nod players can disarm it but have to hold position / disarm the beacon from a certain point of view... Kabooooom! Spoiler to enjoy the Magic Mushrooms you need to enable * Post Process Effects* ! Regards, Sn4ke Edited December 6, 2016 by DarkSn4ke Screenshots uploaded... Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted December 6, 2016 Share Posted December 6, 2016 (edited) Update: T.O. found another missing collision Update #2: HoN roof seen this glitch on Xmountain some months ago, but so far I wasn't able to reproduce it. Should be able on any non_flying map (unless the mapper added collisions) Update #3: weird collision bug (been tracking that one for AGES) dunno what to think about that bug. Experienced it a couple of times now, on almost every map. First time on Lakeside. It's some kind of collision bug. But I think it's only POV related. For T.O. I was still on top of the HoN. It's rather hard to reproduce that bug, it usually works with a vehicle & any collision, then jump upon it, but it's hard to describe it good Edited December 6, 2016 by DarkSn4ke HoN glitch Quote Link to comment Share on other sites More sharing options...
Henk Posted December 7, 2016 Author Share Posted December 7, 2016 Fixing the stuck spots and Ion spots, but getting on top of those structures is possible on all maps, there's no missing volumes. I'll block the HoN and Bar roofs just in case but I don't think it's likely for an enemy to get on top of them before getting destroyed. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted December 7, 2016 Totem Arts Staff Share Posted December 7, 2016 18 minutes ago, Henk said: Fixing the stuck spots and Ion spots, but getting on top of those structures is possible on all maps, there's no missing volumes. I'll block the HoN and Bar roofs just in case but I don't think it's likely for an enemy to get on top of them before getting destroyed. People who ion/nuke the roof a non-flying building should be kicked Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted December 7, 2016 Share Posted December 7, 2016 yeah we know that roof jumping is possible by default. but as it's so easily avoided with some extra collisions mappers should prevent that. There's always a nag who wants to win b illigitimate means. HoN jumping is only possible with stankz (at least if you are alone) so it shouldnt be any problem, but jumping from stank on top of barracks could get annoying. and unless there is an admin playing at the same time / seeing the glitch... it takes to long to do anything about it -> could ruin some players fun. what about the harvy timing? intended? Quote Link to comment Share on other sites More sharing options...
Henk Posted December 7, 2016 Author Share Posted December 7, 2016 Yes it's better to prevent it from happening than kicking after the damage is done. Barracks vehicle blocking volume is now higher, and Strip and HoN now have (more) blocking volumes to prevent people from getting on top of them. As for the Harvesters, Nod's is slightly faster, because the airstrip drop-off is closer to the tiberium than the WF garage door. I have put GDI's Tiberium node slightly closer to the base, but bringing it too close will make it easier for GDI to defend the harester (less time to run for defense, more time for Nod to get to it). Also the difference does not become bigger over time, the difference in seconds stays roughly the same. If I would bring GDI's Tiberium node closer, GDI would catch up to Nod and in the long term get an advantage. So it is recommended for GDI to initially be on the defensive, focus on defending their harvester and anticipating an early rush. That's Nod's advantage, but Nod's disadvantage is that their Airstrip is quite exposed. There is a "Harvester Harvest Time Multiplier", but it changes it for both teams, and even if there was another function, the disbalance would still be there because of the position of the Airstrip compared to WF. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 4, 2017 Share Posted January 4, 2017 (edited) Return of: vEhIcLe BrEaKdAnCe Guess I'll post the other stuff this evening.. Edited January 4, 2017 by DarkSn4ke Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 4, 2017 Share Posted January 4, 2017 (edited) I got a little story to tell you guys here.. It starts like this: I join this RenX server Actually it's not an AOW server but a Marathon one Playing Goldrush for a looooong time You know, Goldrush, it's a nice map, but in this case We're not talking about Goldrush. Well, I join And there's this guy And he's talking And you know who he's talking to? He's talking to me The problem is I don't know if I can believe his stories He goes like this: Dude I got super-top-secret-confidential-map-data-which-fell-down-some-lorry-and-its-going-to-be-part-of-the-new-RenX-patch! But he doesn't seem to get anywhere Still… He must be talking to me So I persuaded him to share his top-secret-map with me. And this is the result: Welcome back to vEhIcLe BrEaKdAnCe!!! Sorry @Henk but... you just did it once again. But don't worry, we're abslutely sure you'll fix it within minutes. Don't want to go into detail here [Henk already got the most important info via PM, this is just the public review ] Stuck spot: Spoiler Guess this happened when you fixed the glitchy boulders it's a 100% stuck spot. there's nothing but death to escape [or a nearby vehicle...] Collision related stuff: Spoiler well, you missed to fix that one [we reported it before... I think ] And.. just for the fun - some more Breakdance screens: Unfortunately we're not done testing yet... Altough we hope that this is it... damn we can't be sure.. As I've told you on CT server @Henk I f*ckin want this map released with the patch - but without any bug Or you just leave the Breakdance as it is. Best Easteregg ever. It's not a *match-winning* spot nah... even though we love the Breakdance... it needs to be fixed Regards, Sn4ke. PS: sorry for my *HAHAHA-found-another-Breakdance*-SPAM msgs yesterday, was a bit drunk while testing Edited January 4, 2017 by DarkSn4ke Quote Link to comment Share on other sites More sharing options...
Henk Posted January 4, 2017 Author Share Posted January 4, 2017 You were asking me about the map I've fixed the vehicle breakdance this afternoon. I'll fix the other things tomorrow, busy with school stuff now. And maybe you will have found more bugs by then. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 4, 2017 Share Posted January 4, 2017 (edited) *MOVED TO THE RIGHT TOPIC * Edited January 4, 2017 by DarkSn4ke Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 4, 2017 Share Posted January 4, 2017 LOL wrong FireFox tab.. sorry Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 4, 2017 Share Posted January 4, 2017 13 minutes ago, Henk said: You were asking me about the map ofc I did, but my plagiarism of Torpedo Boyz - Are you talking to me? sounds much better Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 5, 2017 Share Posted January 5, 2017 Alright guys, @Henk just got some more screenshots with stuff to fix. We think we're done testing for now. [though we'll probably do some more anyway..] But.... we can expect a bug-free Tunnels release with the upcoming patch! Guess I'll upload more GIFs soon Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 5, 2017 Share Posted January 5, 2017 Quote Link to comment Share on other sites More sharing options...
Henk Posted January 5, 2017 Author Share Posted January 5, 2017 ah how lovely, you even made GIFs But the problem is solved now, hold on to that version if you still want the vehicle breakdancing. Organize tournaments about who can make the sickest jumps and stuff. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 5, 2017 Share Posted January 5, 2017 (edited) 29 minutes ago, Henk said: But the problem is solved now, hold on to that version if you still want the vehicle breakdancing. Organize tournaments about who can make the sickest jumps and stuff. thats a nice idea at least you can train this as the breakdancing is not random but triggered by the collisions corner. Rest is determined by vehicle physics, impact angle, maybe speed. and some jumps are just great But as you do now know how to create Breakdance spots in the first place I guess you'll avoid them for your next map poject Edited January 5, 2017 by DarkSn4ke Quote Link to comment Share on other sites More sharing options...
Henk Posted January 11, 2017 Author Share Posted January 11, 2017 Feedback & Opinions on the map anyone? Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 11, 2017 Share Posted January 11, 2017 You know Henk... I Tunnels. It's my personal custom made favourite. And others like it as well [from what I've head in TS] But.... we didn't look for release bugs yet [you never know...] I found some possible breakdance spots on other maps. But Tunnels is unrivalled in that aspect. But someone else could write *real* feedback / a review about Tunnels Maybe @CampinJeff or @Quincy or someone else with more tactical RenX knowledge Quote Link to comment Share on other sites More sharing options...
Henk Posted January 11, 2017 Author Share Posted January 11, 2017 Played a good game on it yesterday, full server, 40 minutes, both factions 2 buildings down, but Nod dominance most of the time, we (Nod) eventually won by multiple nukes and lots of airdropped APCs. A lot of people said they liked it, some people on GDI didn't and said it was a total Nod map, but I'm not so sure about that when it took us 40 minutes and it was pretty even for a long time.. I think having played 1 game on the losing side is not enough experience to get a definitive opinion on the map. Only thing is maybe the front base entrances being a bit too wide making it very easy for Stanks to move in, but you do need to kill the GT before being sneaky with a stank becomes effective, and the GT is pretty safe from being sieged. Some said the openness gives stealth an advantage, but it also gives GDI's heavy armour tanks, and the long range Gunner a good advantage, Patch too to some extent. So conclusion, I don't know for sure yet, it's difficult and there's many different aspects, and you can never draw conclusions from just 1 game. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 11, 2017 Share Posted January 11, 2017 I've heard about that match in TeamSpeak (while testing Eyes ) I don't think Tunnels is imbalanced in favour of Nod. Yes, Nod has strategic advantages (fast 1st harvy, possibility to use scary LTs right away) but there are plenty of GDI tactics to counter that... Problem in public servers: team communication and people have to get used to the map first. or at least to the changes... And... seriously we have to wait for 30-40 players PUG Tunnels matches. Then we'll see much more strategic gameplay (at least I hope so ). Quote Link to comment Share on other sites More sharing options...
Henk Posted January 11, 2017 Author Share Posted January 11, 2017 Agreed, even better if the PUG players have all played the map a couple of times before. And by the way, the amount of time I saw Stealth Tanks cirectly behind the GDI Ref (checked on the map) without them being detected was huge. GDI should have had a patrolling APC since their GT was down. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted May 7, 2017 Share Posted May 7, 2017 Hey @Henk, we've missed some things during the pre-release testings of the current Tunnels version. Sound issue (destructibles covering HoN tunnel): You can hear the sound of the wooden planks getting destroyed anywhere on the map. Guess the sound settings are set to infinite range (as Ruud did on CrashSite with the Scin ship doors?). Spoiler stuck at GDIs sniper perch stuck at Nods sniper perch (no full stuck though) stuck near GDI WF (yeah... very unlikely someone gets stuck there, but people do stupid things ) hardly noticeable on this screenshot, I'm standing on a collision - for others it looks like I'm floating. Regards, Sn4ke Quote Link to comment Share on other sites More sharing options...
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