DoctorAnubis Posted November 20, 2016 Share Posted November 20, 2016 (edited) View File CNC-Paradise Nod and GDI control opposite sides of a tropical island. Each teams buildings are separated by a cliff; Infantry and Auto Defence Structures on the outer beach and Vehicle and Refinery Structures on the inner beach. The separating cliff hosts a short tunnel which has access to additional purchase terminals and a security office. The office contains an alarm system and it powers automated ceiling turrets. The tunnel system is also home the teams power plant; with no external structure exposed, the power plants are only vulnerable to direct infiltration. The most direct route to across the Island leaves players vulnerable to attack from various sniper perches situated within the cliff and tunnel systems. An adjacent volcano provides an alternate route for infantry and vehicles, providing cover and the possibility to flank enemy defences. Away from the beaches and surrounding the volcano is a dense jungle, providing plenty of cover which can be utilised to ambush or sneak past opponents. The jungle is rich in tiberium, team harvesters will drive a short distance into the jungle to gather resources. There are 2 capturable tiberium silos at either end of the jungle, a team which controls both silos simultaneously will unlock tiberium weaponry for use with any character, to be collected from the refinery. On the edge of the volcano, a communications centre sits atop a pool of lava, successfully capturing the site will improve the teams radar capabilities as well activate 2 additional purchase terminals within the main base tunnel systems, greatly aiding with defence. There are 2 download versions avaliable: 5.0 - Latest build 4.0 - Old build (no water blocking volumes, no volcano path) Trailer (Version_2.0) Change-log Archive Spoiler ** Paradise Version 4.2 - 12/06/2017 - Change-log ** *Security Office* - Fixed security office console spam - Building notifications draw distance increased - Fixed Nod ventilation shaft alarm trigger - Added texture for Nod ceiling turrets - Lowered MCT health - Added additional camera (PP entrance) *Volcano and Jungle* - Added more rocks to lava pools - Bubbling lava edited - Added lava emitters - Lava sound is now a sound spline - Dimmed tiberium lighting effects - Fixed cave kill volume bug - Added more emitters to waterfall - Jungle heavily optimised *Bases* - Added more containers to GDI Base - GDI end game pedestal code fixed - Removed collision from trees inside Barracks - Cosmetic changes to GDI beach - Added reflection effect to weapons Factory floor - Added more crates inside of WF - Additional walls in WF now display as damaged when building is destroyed - Changes around Nod Air tower beach - Adjusted positioning of Nod turret to increase its effectiveness - Added blocking volumes to stop pirates bombarding buildings so much - Fixed refinery roof exploits - Added static lights to both bases - Added actual door to end game pedestal rooms - Added lights to end game pedestal doors *Global* - Added grassy side paths to centre infantry route - Added additional entrance to base via volcano path on both sides - Updated minimap - 1 in 5 chance of "Midnight Paradise" - Number of active crates changed to 6 from 5 - Sea sound is now a sound spline - Added tiberium decals - Fog and global lighting slightly changed - Cliffs edited - Spotting volumes adjusted - Fixed some shadow errors - Fixed water materials - Various "stuck spots" fixed - Various texture changes - Package size reduction - Further optimisations ** Paradise Version 4.2.1 Quick-fix - Change-log ** - Blocked access to barracks roof - Corrected landscape in various locations - Removed waterfall underwater post-process due to bugs - Removed accidentally placed mesh behind Nod Refinery - Fixed floating grass - Fixed floating rock - Fixed Nod turret stand - Added knocked over coffee to GDI security office... Spoiler ** Paradise Version 4.1 - 01/05/2017 - Change-log ** *Security Office* - Disabled security office controllable camera system due to bugs - Added more static cameras - Added button to change additional cameras - Added ceiling turret status display - Adjusted Auto-turret respawn times (3-minutes) - Collision on MCT fixed - Added coffee, doughnuts and bitches *Volcano and Jungle* - Slightly adjusted temple ruins to make them climbable without the aid of vehicles - Grass and tree render distance adjusted - Added a lot of jungle rocks - Added lava rocks to side of bridges - Small adjustments to volcano *Bases* - Fixed AGT Lag (This was caused by setting range multiplier really high) - Added rocks to back of Infantry Barracks - Extended rear of Weapons Factory - Changed HON floor texture - Added lights to HON and Obelisk - Opened side path around Nod base cliff - Added side path to GDI base cliffs - Fixed GDI club lights - Very slightly increased base entrance size, to help bot’s navigation - Added purchasable shots of rum at McFarland’s Tiki Bar - GDI Nightclub becomes "Club Bendoza" - End game pedestal is now functioning (accessible after 60 minutes) *Global* - Fixed communications centre additional purchase terminals - Added Mini-map! - Added Load-screen - Added Pirates! - Slight adjustments to cliffs - Removed collision on every out-of-bounds object (assuming this will increase performance) - Various other optimisations Spoiler ** Paradise Version 3.0 - 14/11/2016 - Changelog ** *Volcano and Jungle* - Lava lake now bubbles - Removed Lava collisions - Fixed lava kill volumes - Rock textures changed - Added Temple Ruins - Added Jungle Waterfall - New Jungle sounds - Updated Mammoth MKII - Placed new bushes in jungle - Added official communications centre *Security Office* - Fixed camera issues - Added second entrance to security office with additional PT and Spawn point - Added more base security cameras - Added Communications Centre camera (when captured) - Removed ability to hack into other teams CCTV - Added respawning ceiling turrets and flame turrets - Ceiling turrets are disabled when security office is destroyed - Added alarm system and indicators for building infiltration *Global* - Repositioned Obelisk and AGT - Added more rocks to beach - Terrain Adjustments - Removed Kane Hologram collision - Fixed light source texture in GDI Club - Set mine and vehicle limits - 4 additional crate locations - Vehicle Theater camo added - Added more spotting volumes - Collecting tiberium weapon sound fixed - Various Optimisation Spoiler ** Paradise Version 2.0 - 09/08/2016 - Changelog ** - Terrain Adjustments - Middle 'Island' adjusted to block exploits - Sorted side rope bridge collisions - Included more spotting volumes - Team specific endgame cam fixed - Added collision to palm trees - Found those missing textures - Adjusted tiberium in cave - Moved some volcano rocks - Changed volcano Smoke - Added occasional volcano rumble - Added various vehicle blocking volumes - Improved Mammoth MK. II Ladders - Raised Nod Towers - Fixed lighting on lockers - Repositioned tiberium weapon centers - Removed broken purchase terminals - Communications Center now correctly activates tunnel terminals - Added Door to Security Offices - Installed Security Office Alarm System - Improved CCTV Camera controls - Layout of maintenance tunnels changed so it's much easier to defend - Added Kane Hologram to Temple of Nod - Added Light inside Weapons Factory - Added Auto Defense Flame Thrower Tower in Maintenance - Fixed ceiling turrets - Ceiling turrets removed until a fix is found - Various Optimizations Submitter DoctorAnubis Submitted 11/20/2016 Category Levels Edited November 21, 2016 by DoctorAnubis 2 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted November 20, 2016 Share Posted November 20, 2016 Updated the test server with the new version of Paradise. Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted November 20, 2016 Author Share Posted November 20, 2016 Please re-download 20/11/2016 - Paths and lighting built Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted November 20, 2016 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...
Sn4ke Posted November 26, 2016 Share Posted November 26, 2016 @DoctorAnubis ok, there are 14 bug / glitch related Paradise screenshots on T.O.'s ftp... mainly collision things & killing sec MCT spawns log permanently. I'll post the screens until tomorrow midnight... if I don't do that - slap me ok? Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted November 28, 2016 Author Share Posted November 28, 2016 On 26/11/2016 at 6:44 PM, DarkSn4ke said: @DoctorAnubis ok, there are 14 bug / glitch related Paradise screenshots on T.O.'s ftp... mainly collision things & killing sec MCT spawns log permanently. I'll post the screens until tomorrow midnight... if I don't do that - slap me ok? @DarkSn4ke how do I view these please Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted November 28, 2016 Share Posted November 28, 2016 1 hour ago, DoctorAnubis said: @DarkSn4ke how do I view these please @DoctorAnubis Slap him!!! Quote Link to comment Share on other sites More sharing options...
Xtractor Posted November 28, 2016 Share Posted November 28, 2016 (edited) Trailer is Awesome!..Hawaii my dream in renX 😁 Wow mappers do realy nice maps for renX 😍 Edited November 28, 2016 by Xtractor Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted November 29, 2016 Share Posted November 29, 2016 suicide spot origin: Lava Bubbles char flickering [?] stuck under hovercraft bad collision on WF top (emplacement) due to missing collision... I blame Gliven for that glitched c4 taking no dmg log spam after destroying CCTV MCT Spoiler Try found Anubis lair Anubis likes to torture GDI units (there's more to find.. I just don't want to post everything) Wanna know where the lair is? Go and play the map to find out Regards, Sn4ke PS: sorry for the late posting... Quote Link to comment Share on other sites More sharing options...
Ryz Posted February 28, 2017 Share Posted February 28, 2017 Hello @DoctorAnubis, today we played this map. Few things I noticed: - It (still) looks really nice! - I had a strange bug where I watched the ref from above, while I was still inside. If I moved around long enough I could access the PT or open the doors. Never managed to get out... Had to suicide. No clue what caused this and I cannot replicate it. Happened at GDI ref suddenly - Does the turret regenerate / reappear on purpose? - Minimap / map is missing (important feature, since map is pretty large) Hope you can do some more fixes to this map. With the new launcher + ingame download the map can be pushed to clients easier now! Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted June 12, 2017 Author Share Posted June 12, 2017 (edited) Just Updated 4.2 ** Paradise Version 4.2 - 12/06/2017 - Change-log ** *Security Office* - Fixed security office console spam - Building notifications draw distance increased - Fixed Nod ventilation shaft alarm trigger - Added texture for Nod ceiling turrets - Lowered MCT health - Added additional camera (PP entrance) *Volcano and Jungle* - Added more rocks to lava pools - Bubbling lava edited - Added lava emitters - Lava sound is now a sound spline - Dimmed tiberium lighting effects - Fixed cave kill volume bug - Added more emitters to waterfall - Jungle heavily optimised *Bases* - Added more containers to GDI Base - GDI end game pedestal code fixed - Removed collision from trees inside Barracks - Cosmetic changes to GDI beach - Added reflection effect to weapons Factory floor - Added more crates inside of WF - Additional walls in WF now display as damaged when building is destroyed - Changes around Nod Air tower beach - Adjusted positioning of Nod turret to increase its effectiveness - Added blocking volumes to stop pirates bombarding buildings so much - Fixed refinery roof exploits - Added static lights to both bases - Added actual door to end game pedestal rooms - Added lights to end game pedestal doors *Global* - Added grassy side paths to centre infantry route - Added additional entrance to base via volcano path on both sides - Updated minimap - 1 in 5 chance of "Midnight Paradise" - Number of active crates changed to 6 from 5 - Sea sound is now a sound spline - Added tiberium decals - Fog and global lighting slightly changed - Cliffs edited - Spotting volumes adjusted - Fixed some shadow errors - Fixed water materials - Various "stuck spots" fixed - Various texture changes - Package size reduction - Further optimisations Edited June 12, 2017 by DoctorAnubis 3 Quote Link to comment Share on other sites More sharing options...
Chrisjh0223 Posted June 14, 2017 Share Posted June 14, 2017 What is a sound spline? Quote Link to comment Share on other sites More sharing options...
limsup Posted June 14, 2017 Share Posted June 14, 2017 3 hours ago, Chrisjh0223 said: What is a sound spline? Does this have anything to do with the numerical interpolation of some waveform? Quote Link to comment Share on other sites More sharing options...
Henk Posted June 14, 2017 Share Posted June 14, 2017 It makes the sound come from the spline, instead of from one point, which makes it ideal for rivers/creeks and coastlines. 1 Quote Link to comment Share on other sites More sharing options...
Guest once upon the time Posted May 29, 2018 Share Posted May 29, 2018 @DoctorAnubis Thank you very much for this great Map. This map is real unique, its a lot of Fun and much more details. I love this map. regards Silent Quote Link to comment Share on other sites More sharing options...
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