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  • Totem Arts Staff
Posted

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!


 

  • Totem Arts Staff
Posted

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

  • Totem Arts Staff
Posted

VERSION 5.3 IS ONLINE -----------------> CHECK DOWNLOAD SECTION FOR FULL CHANGELIST AND FILE

  • 4 weeks later...
Posted

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? :D]

Can we expect the new TY after Christmas / New Year? :)

Regards,

Sn4ke

  • 2 months later...
  • Totem Arts Staff
Posted

Ok update:

Well, the floating containers are still floating20170306190509_1.thumb.jpg.9764b6861d6fdce1dd9bb07ce4f41df0.jpg

20170306190515_1.thumb.jpg.1fa1dbd951283664ef24db58fd110d90.jpg

 

I am sorry, but it seems that you have to rebuild the paths and lightning :/

20170306190509_1.thumb.jpg.68b11732358695de8aa1e1646f28a8d6.jpg

 

But the rest is fixed. Maybe DarkSnake or Try Out can find some more.

 

 

  • Totem Arts Staff
Posted (edited)
9 hours ago, Luhrian said:

Ok update:

Well, the floating containers are still floating20170306190509_1.thumb.jpg.9764b6861d6fdce1dd9bb07ce4f41df0.jpg

20170306190515_1.thumb.jpg.1fa1dbd951283664ef24db58fd110d90.jpg

 

I am sorry, but it seems that you have to rebuild the paths and lightning :/

20170306190509_1.thumb.jpg.68b11732358695de8aa1e1646f28a8d6.jpg

 

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 by TK0104
Posted (edited)

@TK0104

 

Spoiler

StuckCoastPathNod.jpg

full stuck
StuckNodPP.jpg

full stuck
RockNodPP.jpg

rock & containers are accessible - intended?
NoTankTrap_visibleBoarder.jpg

the GDI path just looks like you can drive down to the beach with your vehicle... maybe add more concrete barricades or tank traps?
CollisionsCoastline.jpg

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 :P

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

MountaineeringGDI.jpg


MountaineeringNod.jpg

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 :D

 

Edited by DarkSn4ke
Posted
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

Posted
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.

  • 4 weeks later...
  • Totem Arts Staff
Posted

Sooo,

GREEN LIGHTS FOR TRAINING YARD

good, isn't it? :)

But

1 little thing:

20170405213438_1.thumb.jpg.a6972446d54af357dc02cbc878050504.jpg

 

 

20170405213453_1.thumb.jpg.e36329b03ef733e2f744d5ea5595ef9f.jpg

20170405213459_1.thumb.jpg.13303ec11beef3d902f1e80d47f127c2.jpg

 

Some bad Collisions allows you to get on Refinery (both sides)

I fixed that on Forest like this:

20170406202420_1.thumb.jpg.9f260baddc234ae358e118ea1ddd7270.jpg

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