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DoctorAnubis

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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.

new3.jpg.ec0f89364b9ebdcf403491010e0d0827.jpg new4.jpg.c571cdd6a81f3828eb831f1a3d29332f.jpg 

 

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.

5.jpg.5cfb46d5eb1a827c0447f01128e44200.jpg new6.jpg.9bfffca6a8de54929f818a8203372696.jpg

 

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


 

Edited by DoctorAnubis
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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

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7d1f7dc345514b42924883747c0539cc.pngsuicide spot

origin:

00e34a23d18f45b48cdb8eaccb185299.png

b278567f5e2c48dd9c0541586404a888.pngLava Bubbles

4f4caaa6cbe64046a8464ce0cc3c5715.pngchar flickering [?]

57f334dde8734358a0cd093c7a8ca94a.pngstuck under hovercraft

6362c5a2f0624fcb8dbcb3fcdbfdd335.png

79bc5977aa394b59b4497e4e9281b945.pngbad collision on WF top (emplacement)

4a60e430b4854784982be0209889b870.png

32115ca0f58d410aa1abd5afa29f4bb8.pngdue to missing collision...

8fe16380724343028ccee873b52ee184.pngI blame Gliven for that :P

0b36a814f9f1414a9e5b47f0235b5e70.pngglitched c4 taking no dmg

5231bcb2934f45f69bf6301e71d24fd0.pnglog spam after destroying CCTV MCT
 

Spoiler

 

fdf87b737ca749bdb88ea188529ab5a1.pngTry found Anubis lair

755f631b6fdc4c048a9eb8098eb2b407.pngAnubis 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 xD

Regards,

Sn4ke

PS: sorry for the late posting... :o

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  • 2 months later...

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!

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  • 3 months later...

Just Updated 4.2

new6.jpg.9bfffca6a8de54929f818a820337269

 

** 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 by DoctorAnubis
  • Like 3
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  • 11 months later...

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