Totem Arts Staff Madkill40 Posted November 17, 2016 Totem Arts Staff Share Posted November 17, 2016 View File CNC-Glasses [HOW TO INSTALL MAP FILES: .upk file goes into Renegade X > UDKGame > CookedPC > RenX > Environments .udk goes into Renegade X > UDKGame > CookedPC > Maps > RenX ] Fantastically designed map created by DaKuja, CNC-Glasses pays homage to CNC-Eyes as a re-rendition. Each base contains the Primary defensive structure as well as two GT's. (Guard Tower/ Gun Turret) Multiple routes for players to venture on as either infantry or in a vehicle! Work alone or alongside your fellow players and engage in all-out-warfare! This is CnC-Glasses. Map Contents: Advanced Guard Tower Obelisk Barracks Hand of Nod Weapons Factory Airstrip Powerplant(s) Refinery(s) 2 Guard Towers 2 Gun Turrets Crates Two vehicle routes Two Infantry routes "Let's rock!" Submitter Madkill40 Submitted 11/17/2016 Category Levels Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted November 17, 2016 Author Totem Arts Staff Share Posted November 17, 2016 CT Custom Map Server has been updated with the new CNC-Glasses. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted November 18, 2016 Author Totem Arts Staff Share Posted November 18, 2016 Reported issues fixed. Nod arty can no longer hit GDI Harvester from the Nod base Entrance. Gunfire will no longer pass through the Tiberium meteorite at the TibField. 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. Potentially psychotic Endgame-Camera Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted November 18, 2016 Author Totem Arts Staff Share Posted November 18, 2016 2nd Amendment Fixed Nod Harvester path-finding due to the added rock GDI Weapons Factory now has Vehicle RolloutNodes Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted November 18, 2016 Author Totem Arts Staff Share Posted November 18, 2016 3rd Amendment Fixed the lighting issue Fixed AGT spotting areas Extended Obelisk range to reach as far as the AGT Fixed pathnode issues Remade Nod main entrance rock overhead [Original one was not appearing due to non-uniform scaling] I really hope future fixes are just for collision issues and path-node issues. Endgame Camera is just a placeholder, I will have to go over Kenz's tutorial again to remember how to put in coaster breaks. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted November 19, 2016 Share Posted November 19, 2016 (edited) Ok, Mad & I already spoke about the current version on TS - here are the screenshots: AGT shooting Silo.. Rockets can trigger here, AGT MG mainly while next to or on the left handrail. Same problem on the INF path catwalk. While running the AGT will miss like 90% of the time, but still a disadvantage for Nod Technically it's still possible to get tanks to the INF path... .. GDI can manage that too.. but.. as you can see here: you need a vehicle ramp - at least for Nod it's a bit tricky. GDI just needs a single MED ramp. GDI meditum tank rank... Obelisk won't trigger here - guess due to the rocks. This infantry trap is still there cuz of me.. Try-Out showed it to me when I tested Glasses for the first time, but I forgot to report it. It's near GDI base at the container sniper vantage point (tib field side, not inf path leading to the catwalk). Just need some planks here. I'll post a few other collision related screenshots later. Even with those issues this map is ready for pre-release on a big server (hope @Fffreak9999/ @CampinJeff will accept it as warm-up for the PUG, or maybe PUG teams even chose to play the map Hard to find balance stuff with only 2-4 testers. Great job @DaKuja and well done & thanks to @Madkill40 for the quick map request response!! Regards, Sn4ke Edited November 19, 2016 by DarkSn4ke added GDI tank ramp Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted November 19, 2016 Share Posted November 19, 2016 Okay here's the other stuff: "Lower" INF path (beneath catwalk) at some small spots you partly get into the rock. Maybe you could adjust the collisions here. It's nothing serious, just some parts of the body vanish - you can't get out of the map there. Are there blocking collisions or is it these walls? It seems unnatural that you cannot jump down from the GDI sniper vantage point. Near GDI INF path entrance. Well... sneaker can hide there.. but in my opinion there's a difference if they can hide in the corner (you can't cross the red line) or just hide on the left side of that container. Much easier to get spotted by passing GDIs there. Maybe the upper container causes that collision? To me this seems like a natural hiding spot before sneaking into the GDI base - but there's no way to access it During the WIP days of Glasses there were a lot of "getting stuck" issues. So @DaKuja put blocking volumes here. You can jump on the handrail, but you cannot jump down. That feels unnatural and maybe you could make the volumes smaller (e.g. the stuck places here were on the right side), so INF can jump down to the accessible battlefield. Same as above. You can't jump down Try-Out had a chat about those collisions with @DaKuja (Glasses WIP days). DaKuja couldnt solve that for some reason (sorry got to ask Try again.. forgot the exact reason^^). This is nothing to worry about, there's plenty of room left to hide / seek cover but it just feels awkward that you cannot move close to the rock. Guess I'll do some more testings, but for the moment that's all Regards, Sn4ke Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted November 20, 2016 Share Posted November 20, 2016 @Madkill40 by the way vehicle limit seems to be a bit low with just 8 vehicles max / fraction Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted November 20, 2016 Author Totem Arts Staff Share Posted November 20, 2016 10 hours ago, DarkSn4ke said: Try-Out had a chat about those collisions with @DaKuja (Glasses WIP days). DaKuja couldnt solve that for some reason (sorry got to ask Try again.. forgot the exact reason^^). This is nothing to worry about, there's plenty of room left to hide / seek cover but it just feels awkward that you cannot move close to the rock. The issue is the rock itself because it has been scaled up the collision around the rock becomes out of proportion with the prop itself creating that gap, hopefully the surrounding blocking volume which imprisons the map stays close to the rock, which means I can set the rock to 'BlockWeapons'. But that might create another issue of anyone being within that gap being safe from gunfire. Will likely just put some stuff there instead. Will raise vehicle limit to 9. Because as it stands GDI could easily keep Nod base locked in this map. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted November 20, 2016 Author Totem Arts Staff Share Posted November 20, 2016 4th Amendment 'Gaps' have been filled with rocks AGT has been masked from Infantry Silo route Obelisk has also been masked to balance AGT masking at Infantry Silo route All vehicle blocking volumes have been increased in height to stop vehicles climbing over into Infantry paths Moved blocking volumes at bridge locations to allow infantry to jump over the railings into vehicle traffic Moved blocking volumes at GDI side of main Infantry route which prevented infantry from volleying over the walls onto the rocks below Gaps at GDI side of main infantry route by the containers where it looked like you could fit infantry no longer look like they can fit infantry Covered gap between containers at GDI Main Infantry route with a box Spot where obelisk couldn't shoot at you if you were in a specific location is no longer a location you can shoot the Obelisk from Overpass of the main infantry route above the tib_field where AGT could shoot infantry has been masked from view Obelisk has also been masked from view for balance reasons Fixed lighting issues that were plaguing the beauty of the map Map is now not as bright There should now be a Sun where a Sun should be for a midday map Raised rocks by GDI PowerPlant GT to give Nod infantry and easier time at infiltrating the GDI base Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted November 20, 2016 Author Totem Arts Staff Share Posted November 20, 2016 5th Amendment Brightness of map tweaked Map has been balanced out for both teams; GDI Refinery was completely exposed to rocket soldier and Arty spam quite unfairly, this has been rectified GDI PP was ridiculously exposed from multiple routes, the number of exposure points has been reduced Infiltration of bases (in particular the GDI base) more balanced Nod PP has a one-way dead-end route for vehicles, now the GDI PP does as well as part of balance changes Todo: Redo Endgame Camera Make Loading screen Update Minimap Give Yosh some catfood and a can of his favourite special brew so he puts CNC-Glasses into the next patch Quote Link to comment Share on other sites More sharing options...
Lt.Hargrove Posted November 20, 2016 Share Posted November 20, 2016 You make your work look like a Renegade X Constitution with these amendments. "Versions" are for the uncool, I guess ; D ? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted November 20, 2016 Author Totem Arts Staff Share Posted November 20, 2016 Test server updated. [Updated map should auto-download via the Launcher] Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted November 20, 2016 Share Posted November 20, 2016 I have some suggestions: Replace the bridge bottom static meshes with BSP and save +/- 2x24992 = 50.000 polygons Redo the vehicle blocking brushes to have simple box geo and have multiple boxes Maybe use a different shader for the rocks? Above the tib meteor rock I'd add some more lights surrounding the extra 'tip' you've added to compensate for the shadows being formed by the one green light up top I'd slightly offset some meshes near those huge bridges in the level, at the connecting ends. the mesh's surfaces fight there Theres a seem right here at the arabic thing, might wanna fix that The edges in the landscape here don't quite transition nicely. I'd suggest to make the tunnel some smaller to fix this. You can wrestle with the landscape but I'd just make the tunnel smaller, else you're gonna have a hard time searching and setting the right landscape resolution AND fixing stuff because you broke the landscape by setting a new res. You can delete these meshes, nobody will ever see them since there is no air combat Please cull these meshes, they're high poly with a complex shader (a.k.a. perfomance drop) Maybe rotate some of the rocks here to break the repetition (that ring in the middle) Save performance and calculations, remove the collision here and here Theres some floating BSP beneath the Nod ref, hold CTRL+SHIFT, click and delete the geometry (remember to build geo) Move the pointlight here into the tib field some more to get the correct lighting and also delete the floating tib The view into the bunkers here (background scenery) show rocks. Normally I'd think theres actual space there so this to me, feels quite unnatural. You might want to block off the view into the bunker I have an advanced shader which i've developed for an other map to get the sand-look on top and also have vertex paint possibilities on this rock. If you like I can see if I can set this up Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted November 21, 2016 Author Totem Arts Staff Share Posted November 21, 2016 On 11/20/2016 at 3:42 PM, Ruud033 said: Above the tib meteor rock I'd add some more lights surrounding the extra 'tip' you've added to compensate for the shadows being formed by the one green light up top I did this originally and thought it'd be overkill. Dammit. On 11/20/2016 at 3:42 PM, Ruud033 said: Redo the vehicle blocking brushes to have simple box geo and have multiple boxes Pointless. On 11/20/2016 at 3:42 PM, Ruud033 said: Replace the bridge bottom static meshes with BSP and save +/- 2x24992 = 50.000 polygons Please tell me how to do this so I know how to do this for other maps. On 11/20/2016 at 3:42 PM, Ruud033 said: I'd slightly offset some meshes near those huge bridges in the level, at the connecting ends. the mesh's surfaces fight there Whut? On 11/20/2016 at 3:42 PM, Ruud033 said: Theres a seem right here at the arabic thing, might wanna fix that Son of a- On 11/20/2016 at 3:42 PM, Ruud033 said: The edges in the landscape here don't quite transition nicely. I think I may have a more practical way of fixing that'll cause less issues. Resizing the tunnel is your option? Seriously? Hah, nah. You'll see. On 11/20/2016 at 3:42 PM, Ruud033 said: Please cull these meshes, they're high poly with a complex shader (a.k.a. perfomance drop) Is cull some option to reduce polys within the editor or do you mean delete some of them? If former, please let me know HOW to do this. On 11/20/2016 at 3:42 PM, Ruud033 said: You can delete these meshes, nobody will ever see them since there is no air combat No. On 11/20/2016 at 3:42 PM, Ruud033 said: Maybe rotate some of the rocks here to break the repetition (that ring in the middle) Save performance and calculations, remove the collision here and here Theres some floating BSP beneath the Nod ref, hold CTRL+SHIFT, click and delete the geometry (remember to build geo) Move the pointlight here into the tib field some more to get the correct lighting and also delete the floating tib You might want to block off the view into the bunker Will do this. I have an advanced shader which i've developed for an other map to get the sand-look on top and also have vertex paint possibilities on this rock. If you like I can see if I can set this up What are you talking about? Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted November 21, 2016 Share Posted November 21, 2016 2 hours ago, Madkill40 said: 1. I did this originally and thought it'd be overkill. Dammit. 2. Pointless. 3. Please tell me how to do this so I know how to do this for other maps. 4. Whut? 5. Son of a- 6. I think I may have a more practical way of fixing that'll cause less issues. Resizing the tunnel is your option? Seriously? Hah, nah. You'll see. 7. Is cull some option to reduce polys within the editor or do you mean delete some of them? If former, please let me know HOW to do this. 8. No. 9. Will do this. I have an advanced shader which i've developed for an other map to get the sand-look on top and also have vertex paint possibilities on this rock. If you like I can see if I can set this up 10. What are you talking about? 1. Nah its not overkill.. its fancy shit. 2. Definitely not pointless.. those shapes are way to complex and are likely to cause errors in the future. I'd suggest to use rectangular shapes or so 3. https://youtu.be/22D3p0W13DY?list=PLA59F1E61EB00AF17&t=108 and https://www.youtube.com/watch?v=3ONU7zysLKM&list=PL5048DD0254E3FD8B&index=27 4. Told you in TS 5. hehehe 6. Please do make it pretty 7. Culling is : https://docs.unrealengine.com/udk/Three/VisibilityCulling.html it does not display (send a drawcall to the CPU and GPU) a certain mesh within a certain range. It won't render a rock (or these small meshes) if they're not within a 3000 UU range or so, depends on what you set it to. It's good for performance. Precomputed visibility culling is based upon line of sight and therefore always advisable 8. Yes please delete them as they will get rendered and therefore produce atleast (amount of meshes)*(amount of shaders)=X drawcalls and therefore pick on your performance 9. Awesome. 10. If you send me over the files i'll create a demo setup in the map. It's quite complex (adv users) but you can do anything with it Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted November 22, 2016 Share Posted November 22, 2016 Update from T.O.: bad collision near GDI bunker. see mini-map for location or here: http://prntscr.com/dacvyd Stuck spots: bridge near GDI base bunker leading to WF near GDI INF path bunker Regards, Sn4ke Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted January 1, 2017 Totem Arts Staff Share Posted January 1, 2017 (edited) Happy new year folks! Here some Update about the Map Unfortunately I underestimated the effort about fixing the known Bugs in the previous posts but i fixed them all as good as possible. 6th Amendment Fixed EndGameCamera which flys into the Rocks near GDI Ref. Redone Tank/BlockingVolumes around the whole Map. Fixed places where player can get stuck (Thanks to DarkSn4ke) Replaced the floor areas or the bridges with bsp's to save alot of resources Added some Particle Effects Massiv culling work done (Remove collisions from many meshes at the background or not visible for Players) Added some Lights at the Tiberium Field Added Spotting Areas New Version will be uploaded soon after done the last fixes and changes - cause lack of time Geez. DaKuja Edited January 1, 2017 by DaKuja 2 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted January 1, 2017 Author Totem Arts Staff Share Posted January 1, 2017 Glad you were able to fix the remaining issues. Quote Link to comment Share on other sites More sharing options...
RoundShades Posted January 2, 2017 Share Posted January 2, 2017 Will need 1 more version to add minimap if one is not already added, because I'll make one if so. EDITED: It has one, either the old one I made still works, or was amended. Either way, it's cool. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff yosh56 Posted January 3, 2017 Totem Arts Staff Share Posted January 3, 2017 Is this done enough ? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted January 4, 2017 Totem Arts Staff Share Posted January 4, 2017 (edited) Well the Map is done so far, hope you will enjoy it! If there any Bugs or Balance Issues leave a Post and it will be fixed! Files: CNC-Glasses.ini CNC-Glasses.udk RX_CNC-Glasses.upk Greez. DaKuja Note: @Madkill - Maby update the first Post and put the Files into the Download Folder Edited January 4, 2017 by DaKuja Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 4, 2017 Share Posted January 4, 2017 We'll test it today. T.O. already uploaded the new version to his server. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 4, 2017 Share Posted January 4, 2017 (edited) @DaKuja entschuldige die Verspätung... aber besser spät(er) als nie Misc.: Spoiler bridge near GDI base [crate] - collision too big GDI bunker hard to see here, but your arm gets lost in the rocks... the fence entrance to inf path (GDI side) is missing a vehicle blocking volume Where did Try go? - near GDI basse entrance [INF path] Bar jumping still enabled Stuck spots: Spoiler behind GDI PP 2x above: there are multiple stuck spots around the GDI bunker. They are semi-stuk spots - technically you can get free (quite easily) but they can interrupt the gameplay EDIT: @DaKuja werden die aktuelle Version noch n bissl auseinander nehmen, kann noch 1-2 Tage dauern, evtl kommt noch was, aber hast ja erstmal was zum bearbeiten Edited January 4, 2017 by DarkSn4ke Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted January 5, 2017 Totem Arts Staff Share Posted January 5, 2017 (edited) Thanks for your engagement effort! I fixed them all today and wait for you next session and results before i release the next version. Keep it up your good work! Greez. DaKuja Edited January 6, 2017 by DaKuja Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 5, 2017 Share Posted January 5, 2017 @DaKuja Updates... Stuck spots: Spoiler Big Nod Bunker [next to airstrip] Behind Nod Refinery - similar as the reported & fixed GDI stuck spot.... Infantry exit [big GDI Bunker - near WF] Lighting Issue: Spoiler Broken holo lighting at the big GDI Bunker We're done for now... Will do some more tests the next days though. Regards, Sn4ke 4 hours ago, DaKuja said: Thanks for your engagement! Ich bin verlobt? *engagement* hat im Englischen eine leicht andere Bedeutung als im Deutschen Kuja dennoch danke Quote Link to comment Share on other sites More sharing options...
IllumZar Posted January 5, 2017 Share Posted January 5, 2017 Maybe brighten up the minimap a little bit? Especially the surrounding rocks look a bit damped. I dunno why UDK automatically darkens the imported texture.. Love to see the map in the next patch Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 5, 2017 Share Posted January 5, 2017 minimap... yeah forgot about that point Try requests a bigger Minimap Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted January 6, 2017 Author Totem Arts Staff Share Posted January 6, 2017 Y'know what? I'll slap a minimap together. Last little effort I can do. New version updated to main download section. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted January 6, 2017 Author Totem Arts Staff Share Posted January 6, 2017 (edited) New minimap looks great in the little minimap bottom left corner, fits fine, no cut offs and 100% accurate player-to-minimap position. However despite using the Rx_minimap template.psd provided by Kenz and only since the new UDK update have I encountered this annoying big map cut-off issue (See attached image) I blame @kenz3001 X: 538 Y: -2067 Map Extent: 32299 For minimap coords ^ Rx_Glasses.tga attached for minimap needs. Rx_Glasses.tga This could just be a me issue and the map might be fine for everyone else, this minimap is in the currently uploaded version as it is just the big overview map which decides to be an absolute c*nt. Edited January 6, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted January 6, 2017 Share Posted January 6, 2017 blame @yosh56 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted January 6, 2017 Author Totem Arts Staff Share Posted January 6, 2017 2 hours ago, Ruud033 said: blame @yosh56 If 2048 x 2048 is no longer the map overview resolution then what is it? Might help to know. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted January 7, 2017 Share Posted January 7, 2017 13 hours ago, Madkill40 said: If 2048 x 2048 is no longer the map overview resolution then what is it? Might help to know. The map overview res has nothing to do with this it is being scaled by the map extent. Might be a bug in here somewhere. @yosh56 will have to look at that. Meanwhile, you could try experimenting with a slightly bigger map extent (and shrink the 'main' minimap in Ps a bit), I'd try somewhere near 37 - 40K Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted January 7, 2017 Author Totem Arts Staff Share Posted January 7, 2017 I'll 75% in photoshop. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted January 11, 2017 Author Totem Arts Staff Share Posted January 11, 2017 (edited) Here you go @DaKuja, Rx_Glasses_MiniMap ready for import, Minimap 'World Properties' stats are as follows below. Minimap Map Center X : 540.00 Y : -2017.00 Z : 0 Map Extent: 42900 Minimap fixed. Rx_Glasses_MiniMap.tga Edit: in case your Rx_CNC-Glasses hasn't been updated since the most previous release then here's the import side done for you already. RX_CNC-Glasses.upk Edited January 11, 2017 by Madkill40 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted January 11, 2017 Totem Arts Staff Share Posted January 11, 2017 Thanks alot, i'll put the Minimap later into the Map. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 11, 2017 Share Posted January 11, 2017 @DaKuja collision update: Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted January 12, 2017 Author Totem Arts Staff Share Posted January 12, 2017 So long as the arab building doesn't bug out collisions. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted January 12, 2017 Totem Arts Staff Share Posted January 12, 2017 Well maby i get some space today to fix the minimap and the collisions. Currently i'm workin primary on Eyes because the bugs there pissing me off X( Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted January 12, 2017 Author Totem Arts Staff Share Posted January 12, 2017 2 hours ago, DaKuja said: Well maby i get some space today to fix the minimap and the collisions. Currently i'm workin primary on Eyes because the bugs there pissing me off X( I understand your drive, I honestly do, but by the seems of this thread these are the final three things for Glasses to go out as a 100% release where any further stuck spots or minor player placement issues are okay to be found in-game. (There were still stuck spots when X-Mountain came out) Tiny bit of a polish up and BAM, go nuts with your Eyes? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted January 12, 2017 Totem Arts Staff Share Posted January 12, 2017 Yea yea.. i get some overrun by these two Maps - final : i will finish Glasses today maby in the next Hours and hopefully i can fix Eyes also today later afternoon. And if there no gamebreaking bugs - fuck it! they got fixed in follow patches. Greez. DaKuja 1 Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted January 12, 2017 Share Posted January 12, 2017 The collision is there because you have a large rock scale. Best fix is to remove collision from the rocks and use block volumes Quote Link to comment Share on other sites More sharing options...
Henk Posted January 12, 2017 Share Posted January 12, 2017 Set collision to BlockWeapons if you don't want projectiles to pass through it. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted January 12, 2017 Totem Arts Staff Share Posted January 12, 2017 Here we go! Sadly i don't get that much time for working on Glasses as i though but i made it! There probably some minor bugs but the Map should 99,5% playable thereshould be no bugs anymore which should interrupt the gameplay on this Map! "Otherwise you know what to do?" "Yes!" -> Leave your feedback in the - Feedback & Bug Report - section down below in the Topic - CNC-Glasses [Feedback & Bug Report] Now enjoy the Map and have some good wars out there Soldiers! CNC-GlassesFix_01-12-17.zip Greez. DaKuja Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted January 13, 2017 Author Totem Arts Staff Share Posted January 13, 2017 @yosh56 Dude, it is now time to Release CNC-Glasses into RenX. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 13, 2017 Share Posted January 13, 2017 isn't the .ini config missing? I already got it from a previous version... others might not Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 13, 2017 Share Posted January 13, 2017 (edited) Alright, took another look into Glasses. Looks fine. Some stuck spots are still there and plenty of weird collisions (there's plenty of *visual* space but you can't get there due to a collision or blocking volume). But for the moment I guess @DaKuja doesn't want to see any more screens from me This map is ready 2 play. Please add it to the map rotation of the upcoming patch @yosh56. Oh and I almost forgot: I'm positively surprised this map is actually in favour of Nod (at least for the sneaking part, even if another GT guards the Ref again - see Eyes). Nod can easily sneak into PP & WF & REF while GDI can only theoretically access the airstrip (fast patch, you need EMP though, door facing Obelisk). GDI's advantage: they can sneak up to the Obelisk (via HoN). Edited January 13, 2017 by DarkSn4ke Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted January 13, 2017 Totem Arts Staff Share Posted January 13, 2017 Well if Glasses made it into the next Patch we can actually test the Map about balance - for sure there will be some changes in the future to get a healthy balance. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted January 13, 2017 Author Totem Arts Staff Share Posted January 13, 2017 (edited) 7 hours ago, DarkSn4ke said: Oh and I almost forgot: I'm positively surprised this map is actually in favour of Nod (at least for the sneaking part, even if another GT guards the Ref again - see Eyes). Nod can easily sneak into PP & WF & REF while GDI can only theoretically access the airstrip (fast patch, you need EMP though, door facing Obelisk). GDI's advantage: they can sneak up to the Obelisk (via HoN). You're welcome. Easy sneaky for Noddies if GDI base isn't mined properly. Edited January 13, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 13, 2017 Share Posted January 13, 2017 2 minutes ago, Madkill40 said: Easy sneaky for Noddies if GDI base isn't mined properly. I like the PP -> WF route for sneaky techies Quote Link to comment Share on other sites More sharing options...
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