Totem Arts Staff TK0104 Posted June 10, 2017 Totem Arts Staff Share Posted June 10, 2017 (edited) Hello there people, So I've decided to make a WIP Topic of my map which is currently in the working. I upload as much as I can for the series but sometimes I don't have time to record it and stuff changes in short time. The map takes place at the dunes. GDI is located on the beach, while Nod is more located on the mainland between tree's. Both teams have defended their base with everything they've got. Fences, Containers, Nature etc. In the center there is a huge infantry path for close combat and sniping. Follow my series on YouTube aswell (Don't forget to Subscribe if you haven't done it yet ) Some Materials aren't done yet (like the tree leaves needs to be done because it doesn't really matches yet with the grass at the moment) and as you can see from the top-down view the main field is quite empty at the moment. Why is that? Well I haven't done anything to it yet Edited June 16, 2017 by TK0104 1 Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted June 11, 2017 Share Posted June 11, 2017 Can you create a top-down shot? I really have no idea how the map is layed out. It looks ok from seeing the 3 screens, but I'm missing the overview. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted June 11, 2017 Author Totem Arts Staff Share Posted June 11, 2017 1 hour ago, Schmitzenbergh said: Can you create a top-down shot? I really have no idea how the map is layed out. It looks ok from seeing the 3 screens, but I'm missing the overview. Check the first post again Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted June 11, 2017 Share Posted June 11, 2017 I thank you. Looks like a promising map. But I can't say to much as it is heavy WIP. I would suggest you make a lot of height differentiation on the beach part for more interesting gameplay there. Another thing, maybe heighten up the nod base so you have the GDI base on the lower beach and the nod base on the higher green area. At the moment it looks like you've carved a piece of ground away to make place for the nod base. Blend it in with the terrain Another neat idea might be to make a little shallow water part on the beach for tanks to drive trough. When shot you'll get those big *sploosh* effects Keep 'm up, might become an interesting map. I like the environment! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted June 13, 2017 Author Totem Arts Staff Share Posted June 13, 2017 Just had a recording session for Episode 9 and I thought why not make a screenshot for it. The full Episode will be Online on: Thursday June 15th 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted June 16, 2017 Author Totem Arts Staff Share Posted June 16, 2017 (edited) Map is going further in progress with a new name: CNC-Outposts Why? 1. It sounds better 2. I think the map will be more about the outposts than the Dunes itself Nothing big changes, only the name people! Edited June 16, 2017 by TK0104 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted June 16, 2017 Share Posted June 16, 2017 when can we expect a release? (or a pre-release for closed-testing?) Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted June 16, 2017 Author Totem Arts Staff Share Posted June 16, 2017 14 minutes ago, DarkSn4ke said: when can we expect a release? (or a pre-release for closed-testing?) Don't expect a release soon. It's a big map and it is still heavily in progress. I can't say if I'll do a closed-testing or not. Depends how I feel about the map at the first release. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted June 16, 2017 Share Posted June 16, 2017 (edited) 50 minutes ago, TK0104 said: I can't say if I'll do a closed-testing or not. Depends how I feel about the map at the first release. feel free to pm me if you want me and/or T.O. to do a closed beta testing over the years you learned much about mapping and avoiding general mappers fauxpas, but.. I guess you know that after hours of mapping you can't see / find your own mistakes anymore Edited June 16, 2017 by DarkSn4ke Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 17, 2017 Totem Arts Staff Share Posted June 17, 2017 (edited) Things that I noticed in the new episode: You could place an ion canon beacon behind the containers and destroy the Facility. That is like on Goldrush in the tunnels. Cheap and annoying. You can add tiberium cracks on the rock material like on Cliffside. Would look much better. Same goes for the harvester. What about the old Outpost is a big dumb? You could add some old and destroyed Tanks over there. On the Nod outpost you could add a destroyed AC-130 which crashed in there. Edited June 17, 2017 by Luhrian Quote Link to comment Share on other sites More sharing options...
j0g32 Posted June 17, 2017 Share Posted June 17, 2017 Hmm, as you could tell from my earlier posts, I thought that the dunes setting was an amazing idea, so it is a bit sad that it appears not to be your main focus anymore... I like the idea with the bunkers/outposts as points of interest though, but at the same time I thought it was a bit sad that the scene, you basically devoted the last episode to, is entirely blocked off and on top of this hill where players will only rarely see/appreciate it... I think it could be very exciting to play in a maze of intricate paths in the dunes, also with a lot of vertical combat, because of many steep ups and downs. Grass and small hills provide good cover for infantry - I feel the current scale of dunes is way to large. They are good as vehicle paths, but add some smaller dunes at the sides od the big ones And you could use tank blockers and fences to block of vehicles (btw. there are already wooden fences in the SDK - check the Barrier Deco package ) Infantry could attack tanks from the top. And the other idea to fit your theme and provide landmarks could be wind turbines. Hell, you could even make them capturable techbuildings which replace powerplants ? Just tossing some ideas / insiprations out there, cause it seemed to me like you were slowly losing your motivation over the later episodes, and it would be a shame to see you abandon such a promising project! Keep it up and good luck! 2 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted June 17, 2017 Share Posted June 17, 2017 2 hours ago, Luhrian said: You could place an ion canon beacon behind the containers and destroy the Facility. That is like on Goldrush in the tunnels. Cheap and annoying. definitely too far away for a successful beacon placement (unless you place it on top of the containers) Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 17, 2017 Totem Arts Staff Share Posted June 17, 2017 2 hours ago, DarkSn4ke said: definitely too far away for a successful beacon placement (unless you place it on top of the containers) Na, I think it would work. @TK0104 can just test it in the SDK. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted June 17, 2017 Author Totem Arts Staff Share Posted June 17, 2017 (edited) @j0g32 The Dunes are the Environment, but the Outposts are the main focus. Don't think Dunes aren't there anymore About the wooden fences. I know that there are wooden fences, but I wanted to give 3ds Max a try again and I didn't like those on this map. But those won't be in. Will stick to the regular ones and change the material a bit Edited June 17, 2017 by TK0104 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted June 17, 2017 Author Totem Arts Staff Share Posted June 17, 2017 (edited) @Luhrian I'm planning on changing the design of the bases because it's a bit boring at the moment. Also Tiberium tocks was on my to-do list. I like the ideas for abandoned outpost. Will be added! Also! The weather will be changed because I don't like the grey light. I was thinking of a dawn sunset as replacement. Edited June 17, 2017 by TK0104 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted June 18, 2017 Totem Arts Staff Share Posted June 18, 2017 Will the outpost have any capturable facilities on them? (Haven't had time to watch the videos) Really like the look of this map. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 18, 2017 Totem Arts Staff Share Posted June 18, 2017 @Madkill40 the outpost where Thommy worked on is a blocked area, so it wouldn't be that good to place a tech building over there Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted June 18, 2017 Author Totem Arts Staff Share Posted June 18, 2017 @Madkill40 Currently I have no plans for that. The only tech building at the moment is the comms center in the huge infantry path. But the outposts will be a lot of fun since vehicles can enter it. And to make it more interesting I've added explosive barrels and SSM Missiles which are deadly as hell if you are in the radius (regular soldiers in one explosion dead) Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted June 19, 2017 Author Totem Arts Staff Share Posted June 19, 2017 Took some advice from you guys: Feel free to post your thoughts! 3 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 19, 2017 Totem Arts Staff Share Posted June 19, 2017 (edited) Fuckin hell good job! Is looking really good! Edited June 19, 2017 by Luhrian Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted June 23, 2017 Author Totem Arts Staff Share Posted June 23, 2017 Check out Episode 10! 1 Quote Link to comment Share on other sites More sharing options...
j0g32 Posted June 24, 2017 Share Posted June 24, 2017 Good job, I like it! The outposts are cool! Thats what I imagine the Dutch coast might look like during the Tiberian Sun / Tiberium Wars era But the windmills are too high poly, you should definitely try and lower them down, at least create LODs. The abandoned outpost/silo/harvesters scenes are nice, but again since they are blocked off, I think you should rather put these details into actually accessible areas, and save on objectdraw calls where possible Keep it up! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted June 28, 2017 Author Totem Arts Staff Share Posted June 28, 2017 (edited) So a small, just a tiny update with an album of some pics. But keep in mind that not everything is done and final. I'm keep working on these areas I'm showing you right now Feel free to comment your thoughts! Spoiler (Yes I finally did something about the trees! ) On 24-6-2017 at 5:45 PM, j0g32 said: But the windmills are too high poly, you should definitely try and lower them down, at least create LODs. The abandoned outpost/silo/harvesters scenes are nice, but again since they are blocked off, I think you should rather put these details into actually accessible areas, and save on objectdraw calls where possible I tried to do this but the LOD's don't affect much but they're in! Since they are from a website and actually not really supported for UDK but a modern day engine I'm putting in destroyed vehicles around the map to fill it up I'm not going to put in a destroyed silo in the field because sometimes it creates confusion for some players. I'll try to make the (accessable) outposts more damaged. Edited June 28, 2017 by TK0104 3 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted September 9, 2017 Author Totem Arts Staff Share Posted September 9, 2017 Hi Guys, Just to let y'all know the map is not dead. The map is only taking slow progress due to school and work. And it is a quite big map so I'm struggeling with making the Infantry Path smaller because it's a boring thingy to do but it will be done. I have already done much like optimization so expect next release a better fps. As I said before I'm always open for suggestions and after the V1.0.0 release a lot of suggestions were posted and I'm trying to add these in. Here's a small teaser of the next release: 3 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted October 17, 2017 Author Totem Arts Staff Share Posted October 17, 2017 (edited) For those who thought the project was dead....LIES\ I finally found the mood to finish the infantry path and now a new build is ready. The only thing I need to do is make a minimap and test it. If everything is 100% fixed then..... well, you know what that means, right? Here's a small preview on the infantry path: Edited October 17, 2017 by TK0104 3 Quote Link to comment Share on other sites More sharing options...
j0g32 Posted October 17, 2017 Share Posted October 17, 2017 Looks promising Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 21, 2017 Share Posted October 21, 2017 Keep up the good work! This map looks really promising! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted October 21, 2017 Totem Arts Staff Share Posted October 21, 2017 Your water leaves much to be desired. Use a different texture maybe? I can't even tell its water, it looks like gone off milk. Aside from that the map is awesome, although something such as trenches or sandbag walls for the infantry path would be nice. It's the only area of the map which looks like it hasn't been fought over yet which just looks odd given the map itself. Don't be afraid to partially bury the wrecked vehicles. Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted October 22, 2017 Share Posted October 22, 2017 I've updated the map on the IGDL. 1 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted October 24, 2017 Share Posted October 24, 2017 @TK0104 Spoiler just a reminder - add some cover / decor to the inf path area. looks rather barren you might want to add additional cover possibilities to both bases There are some bad "floating" collisions around the new inf path entrance (mid field) the windmills lack a base and the texture is... way too shiny & sparkling. maybe add some dirt / twines? first two screenshots are just a reminder. the map looks really promising, consider to add some of the suggestions from the community though and don't forget to remove your lazy GDI walls, GDI side of the inf path is way too narrow + fix the harvesters Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted October 24, 2017 Share Posted October 24, 2017 @TK0104 [T.O.] http://tank.stalker-contact.de/OutpostsV1.1.rar Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted November 16, 2017 Author Totem Arts Staff Share Posted November 16, 2017 Quick Update! There was some criticism about last release and I understand those things. Like GDI Infantry Path is very bad done. Apologies for that. So what to expect in next release? Well here's a list: - Tunnels from Field to Refinery! - Updated GDI Infantry Path, something bigger and walls going to get converted to Barbed Wire - Small change on the Nod Base Defences - Some fixed spots for Rocket Rushing - Fixed bugs posted on the forums And much more! If you have a bug to report on the map, please put them on this topic ASAP! Then I can take it into next release Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted November 17, 2017 Author Totem Arts Staff Share Posted November 17, 2017 A small teaser! (With beautiful non-builded lights) Quote Link to comment Share on other sites More sharing options...
[B]Veyron Posted November 17, 2017 Share Posted November 17, 2017 question: is that missile placement safe? sure those missiles don't weigh a couple hundred kilos? gonna need an exo-suit to carry that higher up one. just a thought as I wonder aimlessly through this forum Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted November 17, 2017 Author Totem Arts Staff Share Posted November 17, 2017 23 minutes ago, ☢☢☢☢ said: question: is that missile placement safe? sure those missiles don't weigh a couple hundred kilos? gonna need an exo-suit to carry that higher up one. just a thought as I wonder aimlessly through this forum I can replace the missiles with weapons if that would make more sence. But the same is on Volcano. Quote Link to comment Share on other sites More sharing options...
Henk Posted November 17, 2017 Share Posted November 17, 2017 The missiles don't have any physics asset attached to them, they don't have any mass. Quote Link to comment Share on other sites More sharing options...
[B]Veyron Posted November 17, 2017 Share Posted November 17, 2017 no i know but I just had a thought. that's all. Quote Link to comment Share on other sites More sharing options...
Guest Gliven Posted November 17, 2017 Share Posted November 17, 2017 https://en.wikipedia.org/wiki/AGM-45_Shrike looks similar, although smaller than the shrike. Probably closer to 100-150 kg. No reason to have a couple of large missiles just sitting on a shelf to be honest, even if there was a SAM battery/Fighter jet sitting close by. Poor storage. If you want to keep the missiles at least put both of them on the bottom shelf . Or just leave it be, honestly, it doesn't really matter. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted November 23, 2017 Author Totem Arts Staff Share Posted November 23, 2017 5-Screenshot Album of the GDI Tunnels! They look so beautiful when the lights are builded! Spoiler Now, the Nod Tunnels! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted November 27, 2017 Author Totem Arts Staff Share Posted November 27, 2017 Both GDI and Nod Tunnels done! Now I'll be working on other suggestions and fixing bugs. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted November 27, 2017 Totem Arts Staff Share Posted November 27, 2017 On 11/17/2017 at 10:11 PM, Gliven said: https://en.wikipedia.org/wiki/AGM-45_Shrike looks similar, although smaller than the shrike. Probably closer to 100-150 kg. No reason to have a couple of large missiles just sitting on a shelf to be honest, even if there was a SAM battery/Fighter jet sitting close by. Poor storage. If you want to keep the missiles at least put both of them on the bottom shelf . Or just leave it be, honestly, it doesn't really matter. Wall hooks with the missiles in them or just have the missiles stood on their base, or they sit in partly obscured wall vaults or summin. But the shelf seems odd for missiles. Like, surely if a missile is propped up by its wings/fins(?) as they are on the shelf then over time wouldn't those bend out of shape even just a little bit and then they wouldn't be as effective travelling through the air when fired? Y'know, if that's how it works. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted December 25, 2017 Author Totem Arts Staff Share Posted December 25, 2017 (edited) Rendering V1.2 at the moment! Expect a release tomorrow! EDIT: Map is going to be postponed to December 27th. Found some bugs that needs to be fixed. Edited December 26, 2017 by TK0104 1 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted February 10, 2018 Author Totem Arts Staff Share Posted February 10, 2018 Hey guys, maybe some of you guys know I'm still working hard on a new version of CNC-Outposts. I know there are still a lot of things to fix and to add but I'm trying as hard as I can. So, some additions in the upcoming version were already done BEFORE the current version got into the game. I decided not to release anything before the 5.3 release and stick to the version we have now so I could see everything came out. First of all, I've heard people saying: "Okay people, time to set FogDensity to 0", which gives me the feeling people don't like the lighting. So after I heard these things I re-did the complete lighting + the post processing. And the water doesn't look invisible anymore or "milky". Spoiler The most important thing I got in mind at the moment: Balance!. Currently Nod rules with Stealth Tanks in the map since it's open and whole field is accessable. In the upcoming release the Outposts are completely closed for Vehicles and only accessable by foot. Also, GDI has a hard time when the Guard Tower's are down. I've seen a lot of people camping the base when their GT's are down. That's why I decided to add the Adv. Guard Tower and the Obelisk to give the players more freedom. Spoiler Another thing: Entering the Infantry Path takes very long. Since this map is big and I want to make sure players get safe into the infantry path, I've created a new road from the base to the infantry path that can be used. It is very handy for infantry (* cough* sneaking * cough* ) Spoiler And of course even more things are changed , but that will remain a secret 'till the actual release! People are crying for Aircraft in this map, but for now there is no actual plan to add that. I WILL make a prototype version with aircraft in the future and let people actually test it they can give feedback and all. I hope I informed you guys enough for now! If you have something you want to see to be changed, sent me a private message in the RenX Forums or on Discord. Cheers! 1 1 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted February 10, 2018 Share Posted February 10, 2018 Please don't forget what @Xeon Wraith said: Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 11, 2018 Author Totem Arts Staff Share Posted March 11, 2018 (edited) Progress of this map keeps going on and on but right now I have a serious issue which appears to have been unsolved in version 1.0.0: The water is flickering. I don't know what's causing it and I don't know how to fix it. I'm very screwed! EDIT of 03/12/2018: Got fixed. Thx to Kenz for helping me out. I just made some very nasty faults... Edited March 12, 2018 by TK0104 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 12, 2018 Author Totem Arts Staff Share Posted March 12, 2018 So, all reported bugs are fixed. And the bug I was so mad about is fixed too, which makes life much more enjoyable again. I've enabled some stuff again that was disabled because I thought that was causing it. Small Teaser on next version: 1 Quote Link to comment Share on other sites More sharing options...
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