Totem Arts Staff TK0104 Posted October 28, 2016 Totem Arts Staff Share Posted October 28, 2016 (edited) Yo, So I've saw a lot of bugs in CNC-City Flying in the past. And I realized that this map is not that good for aircraft vehicles because of the amount of space in the map. Like on walls you can fly over the plateau while you can't do that in City. Also a lot of bugs appeared with the aircraft enabled (like you can get out of the map; you can repair your vehicle behind the wall. I think the map will be much more fun with apc rushes, med rushes. And I think this map will get the same tactic on PUG walls: Apaches + SBHnuke. Of course there is auto-base defence, but when PP or AGT/Obby is destroyed....your team is doomed as what! Let me know your thoughts about it in the Poll and comments. Comments help me too of course Edited October 30, 2016 by ThommyK0104 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted October 28, 2016 Share Posted October 28, 2016 please open the second ground entrances to vehicles if the map is going to be non_flying so we can med / stank rush from all sides like in old times Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted October 28, 2016 Author Totem Arts Staff Share Posted October 28, 2016 @DarkSn4keWell the thing is. The vehicles are too big these days I did kept it for vehicles too but I noticed that meds, stanks, artys are a different scale than in the original Renegade Quote Link to comment Share on other sites More sharing options...
RoundShades Posted October 29, 2016 Share Posted October 29, 2016 15 hours ago, ThommyK0104 said: @DarkSn4keWell the thing is. The vehicles are too big these days I did kept it for vehicles too but I noticed that meds, stanks, artys are a different scale than in the original Renegade So then it's all or none for vehicles, right? I'd rather all-vehicles than no-vehicles. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted October 29, 2016 Author Totem Arts Staff Share Posted October 29, 2016 @YagiHigeWell the Mammoth is too bloody big. I like it as infantry path. this allows sneaky people to sneak Quote Link to comment Share on other sites More sharing options...
Novilan Posted October 29, 2016 Share Posted October 29, 2016 (edited) Well, I think that all verhicles except mammoths should fit through it, so that there are more paths for tank rushes. That is especially important for NOD with their stank rushes, when GDI is dominating the field, while there are also some tanks on the bridge. I remember that paths being used a lot that way in the original game. Edited October 29, 2016 by Denuvian Quote Link to comment Share on other sites More sharing options...
TheDeadlyWolf Posted October 29, 2016 Share Posted October 29, 2016 2 hours ago, Denuvian said: Well, I think that all verhicles except mammoths should fit through it, so that there are more paths for tank rushes. That is especially important for NOD with their stank rushes, when GDI is dominating the field, while there are also some tanks on the bridge. I remember that paths being used a lot that way in the original game. I agree with this point a lot... Back in Classic Renegade: Most of the time the field was dominated by GDI forces resulting in nod being pinned, for this reason Nod always did stank rushes to get through field - 70% of the time was the side path for Entering and leaving the bases 10% was via the main entrance, but you got screwed over by all the mammoths and med tanks + orcas when flying the other 20% was bridge The side past must be opened up for Tanks (ESPECIALLY stealth tanks) apart from the Mammoths of course + APCs if possible, cant remember how wide they are compared to stanks P.S. The majority of the time when Nod Dominated field it was due to Apaches It's a Tank map like Hourglass Quote Link to comment Share on other sites More sharing options...
RoundShades Posted October 30, 2016 Share Posted October 30, 2016 21 hours ago, TheDeadlyWolf said: Back in Classic Renegade: Most of the time the field was dominated by GDI forces resulting in nod being pinned, for this reason Nod always did stank rushes to get through field - 70% of the time was the side path for Entering and leaving the bases 10% was via the main entrance, but you got screwed over by all the mammoths and med tanks + orcas when flying the other 20% was bridge The side past must be opened up for Tanks (ESPECIALLY stealth tanks) apart from the Mammoths of course + APCs if possible, cant remember how wide they are compared to stanks This is impossible now, as Stanks are no longer narrower than Meds, and even if they were, Unreal physics are a lot variable-istic, if a tank can barely fit, then sometimes it'll jam it, and sometimes you can squeeze a tank you aren't supposed to in at an angle. POSSIBLY get away with all but mammies, because mammies aren't a small size difference and don't have high-horsepower physics. Here's another idea. If tiberium fields are infantry-only, put a silo there so infantry have a reason to contest that area. Since no vehicles can pass that way, the silo can be inside the underpass and the skyscraper. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted October 30, 2016 Author Totem Arts Staff Share Posted October 30, 2016 (edited) @YagiHigeI don't like the idea of adding silo's on both tib field. Is way to close to each other. I'm thinking of moving tib fields more to the base because it takes too long before harv reaches tib field. EDIT: Added a Poll question of the tib field thingy☝ Edited October 30, 2016 by ThommyK0104 Quote Link to comment Share on other sites More sharing options...
RoundShades Posted October 30, 2016 Share Posted October 30, 2016 Not sure where you'd move them , but "closer" does sound like a plan. One idea is flipping PP and Tiberium Refinery. Note, that ALSO might fix the broken harvester in this map. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted October 30, 2016 Author Totem Arts Staff Share Posted October 30, 2016 @YagiHigeI don't want to move buildings to different locations because I think it is alright how they are now. I was thinking moving the tiberium field just outside the base (Bar / Air side). I will add something else to the empty locations but don't know what yet. No tech buildings for sure Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted October 31, 2016 Share Posted October 31, 2016 One side of the road should be big enough to fit a mammoth tank, that's your scale. Quote Link to comment Share on other sites More sharing options...
Henk Posted October 31, 2016 Share Posted October 31, 2016 That, and enough room to make the turn. so at least 1.2 mammoths wide. Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted November 1, 2016 Share Posted November 1, 2016 Perhaps ensure both AGT and Ob can reach what flies too high over the buildings near their respective bases. Quote Link to comment Share on other sites More sharing options...
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