Totem Arts Staff TK0104 Posted November 20, 2016 Totem Arts Staff Share Posted November 20, 2016 View File CNC-Training Yard CNC-Training Yard - Close Combat map - Power Plant - Refinery - Weapons Factory / Airstrip - Barracks / Hand of Nod Based on the original C&C Renegade Tutorial Map! Submitter TK0104 Submitted 11/20/2016 Category Levels Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted November 20, 2016 Author Totem Arts Staff Share Posted November 20, 2016 Yo, This is V5.2 of Training Yard with multiple bug fixes: - Fixed 'Sniping' Spot at Nod Tiberium Field - Fixed shooting from bridge to HoN - Fixed vehicles getting on Power Plant - Fixed B2B issue where you could shoot GDI Ref from Airtower roof - Updated Minimap - Smoothed some landscape @beach route - Changed vehicles to Forest Camo Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted November 22, 2016 Share Posted November 22, 2016 @ThommyK0104 new screenshots from T.O.: B2B spot to GDI ref near end of strip Origin:(guess reticle) strip is slightly floating sniper spot above the midfield - intended or not? origin: Regards, Sn4ke Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted November 25, 2016 Author Totem Arts Staff Share Posted November 25, 2016 VERSION 5.3 IS ONLINE -----------------> CHECK DOWNLOAD SECTION FOR FULL CHANGELIST AND FILE Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted November 26, 2016 Share Posted November 26, 2016 5.3 update from T.O.: B2B still possible floating tree #1 floating tree #2 stuck spot #1 stuck spot #2 stuck spot #3 LCG can drop beacon inside that tree Regards, Sn4ke Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted November 28, 2016 Share Posted November 28, 2016 Stuck spot update: all spots near the Silo Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted December 20, 2016 Share Posted December 20, 2016 On request of T.O. I got to tell you: don't forget to fix the sniper spot. Reportet it before you released the latest version. [or is it intended after all? ] Can we expect the new TY after Christmas / New Year? Regards, Sn4ke Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted December 21, 2016 Author Totem Arts Staff Share Posted December 21, 2016 I can't fix that. OR I have to remove that whole bridge....again Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 4, 2017 Author Totem Arts Staff Share Posted March 4, 2017 CNC-Training Yard V5.4 is released! Quote Link to comment Share on other sites More sharing options...
Ryz Posted March 5, 2017 Share Posted March 5, 2017 On 4-3-2017 at 5:11 PM, TK0104 said: CNC-Training Yard V5.4 is released! GJ! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 6, 2017 Author Totem Arts Staff Share Posted March 6, 2017 CNC-Training Yard V5.5 is released! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted March 6, 2017 Totem Arts Staff Share Posted March 6, 2017 So let's see if I can find some new bugs I hope @Fffreak9999 will add it to the rotatation as soon as possible Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted March 6, 2017 Totem Arts Staff Share Posted March 6, 2017 Ok update: Well, the floating containers are still floating I am sorry, but it seems that you have to rebuild the paths and lightning But the rest is fixed. Maybe DarkSnake or Try Out can find some more. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 7, 2017 Author Totem Arts Staff Share Posted March 7, 2017 (edited) 9 hours ago, Luhrian said: Ok update: Well, the floating containers are still floating I am sorry, but it seems that you have to rebuild the paths and lightning But the rest is fixed. Maybe DarkSnake or Try Out can find some more. WHAT THE FUCK! I'VE BUILT LIGHTS AND PATHS! WHAT'S THIS BULLSHIT! EDIT: I know what's going on. I rebuilded Geometry after that but sometimes Lights and Paths needs to be rebuild, but sometimes not Edited March 7, 2017 by TK0104 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted March 7, 2017 Share Posted March 7, 2017 (edited) @TK0104 Spoiler full stuck full stuck rock & containers are accessible - intended? the GDI path just looks like you can drive down to the beach with your vehicle... maybe add more concrete barricades or tank traps? the rocks above the inf-path (coastline) are partly accessible from Nod side (you can get approx. on the same level as the silo) uhmm for some reason I didn't save this (though I thought I had )... the vehicle trap pit still exist near end of strip.. guess you know what I'm writing about Thommy and you added tiberium dmg on top of the WF containers... why? or let's put it like that: why is there a tib dmg collision on top of the WF containers, but not on the HoN / strip ones? Last but not least... just a "Tester" easteregg: mountaineering enabled Spoiler well, you need 2 vehicles (1x Nod / 1x GDI) to climb the mountain... so no need to fix that we weren't even able to do it again.... must have been luck Edited March 7, 2017 by DarkSn4ke Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted March 7, 2017 Totem Arts Staff Share Posted March 7, 2017 I'm curious how this map would be if vehicles could only go around the outisde of the map and not through the middle at all, making Harvesters only susceptible to infantry attacks. Quote Link to comment Share on other sites More sharing options...
SvN91 Posted March 8, 2017 Share Posted March 8, 2017 18 hours ago, Madkill40 said: I'm curious how this map would be if vehicles could only go around the outisde of the map and not through the middle at all, making Harvesters only susceptible to infantry attacks. Sounds like an interesting idea actually Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 9, 2017 Author Totem Arts Staff Share Posted March 9, 2017 CNC-Training Yard V5.6 is released! Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted March 11, 2017 Share Posted March 11, 2017 @TK0104 update from T.O. full stuck Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 11, 2017 Author Totem Arts Staff Share Posted March 11, 2017 Fixed CNC-Training Yard V5.6.1 is released! 2 Quote Link to comment Share on other sites More sharing options...
RoundShades Posted March 12, 2017 Share Posted March 12, 2017 On 3/7/2017 at 1:10 PM, Madkill40 said: I'm curious how this map would be if vehicles could only go around the outisde of the map and not through the middle at all, making Harvesters only susceptible to infantry attacks. I too sometimes find myself up at night, staring at the ceiling, wondering to myself, what it would be like if Mesa still had harvesters enter the middle, but not vehicles, and then had it's base defenses removed. It would be an interesting concept though. I just thought it was kinda interesting how Training Yard had more differences to Mesa. Despite, truth be told, I had conceptualized a map similar to that description. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted April 6, 2017 Totem Arts Staff Share Posted April 6, 2017 Sooo, GREEN LIGHTS FOR TRAINING YARD good, isn't it? But 1 little thing: Some bad Collisions allows you to get on Refinery (both sides) I fixed that on Forest like this: Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted April 8, 2017 Author Totem Arts Staff Share Posted April 8, 2017 Version 5.7.0 is live! Check it out! Quote Link to comment Share on other sites More sharing options...
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