Totem Arts Staff Madkill40 Posted July 11, 2017 Totem Arts Staff Share Posted July 11, 2017 (edited) View File CNC-Toxicity Toxicity 2 Map specifications: -Non-flying -Few Guard Towers -Several Gun Turrets -A Toxic map (Red Zone) HOW TO INSTALL: Default directory location: ' C:/Program Files (x86)/Renegade X/ ' Extract the zip file into your Renegade X directory. Files have now been installed. Enjoy! Submitter Madkill40 Submitted 07/11/2017 Category Levels Edited June 1, 2018 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted July 11, 2017 Share Posted July 11, 2017 Any INI included for the map? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted July 12, 2017 Author Totem Arts Staff Share Posted July 12, 2017 (edited) - - Sn ip --- Edited July 13, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted July 13, 2017 Author Totem Arts Staff Share Posted July 13, 2017 Map updated to v0.8, unless more blocking volume work needs doing, I won't make another release until a substantial change to the map (i.e. Completed ToDo list) @Fffreak9999 feel free to put the latest and most playable version onto the Test server. (i.e. v0.8) Quote Link to comment Share on other sites More sharing options...
[B]Veyron Posted September 3, 2017 Share Posted September 3, 2017 is this up to date? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted October 25, 2017 Author Totem Arts Staff Share Posted October 25, 2017 -- -- -- CNC-Toxicity v1 Released -- -- -- 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted February 9, 2018 Author Totem Arts Staff Share Posted February 9, 2018 Multiplayer test. 1 Quote Link to comment Share on other sites More sharing options...
[B]Veyron Posted February 9, 2018 Share Posted February 9, 2018 good stuff madkill. I thought this map of yours was unique for its time. Glad to see you're doing some more stuff. like a red zone/late tib sun. would be fantastic with a bunch of tib fiends running around this map Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted February 9, 2018 Author Totem Arts Staff Share Posted February 9, 2018 6 hours ago, ☢☢☢☢ said: good stuff madkill. I thought this map of yours was unique for its time. Glad to see you're doing some more stuff. like a red zone/late tib sun. would be fantastic with a bunch of tib fiends running around this map I know somebody who does rigging and animation, if you make the model of a visceroid then... y'know... maybe... Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted February 13, 2018 Author Totem Arts Staff Share Posted February 13, 2018 CNC-Toxicity is now complete and awaiting testing so it can go into base game and people can be like "woah... pretty... shit" Update as of 13th February: Fixed a stuck spot by the waterfall Fixed blocking volumes for infantry at map center Made water by tiberium fields cause pain, lots and lots of pain (you can no longer swim through the lake) To make up for this I have added rocks and planks Decorated around the Temple of Nod New minimap Raised front Turrets for both teams as they would not always shoot at enemies directly in front of them Flattened the ground outside both the bases to allow Turrets to shoot better Flattened many dips in certain parts of the map (Harvester entrances and ditch behind rocks before both the bases) Areas inaccessible to vehicles now have a visual cue to indicate they cannot go into infantry-only zones Added some rocks on both Silo sides so Guard Towers are disadvantaged against infantry wanting to shoot the silos Added vehicle blocking volume around barracks Added blocking volume around tall rocks within both infantry zones by the HoN and the WF Potentially sorted AI Bot idiot path-finding (Potentially made it worse) Misc changes Update as of 11th February: TeamSilo files removed because they now come in the basegame of RenX and this was causing unnecessary download/VersionMisMatch issues Turrets GDI Gun Turrets fully functional and displaying thanks to AGN-Sarah Toxicity will now undergo final touch-ups Update as of 8th February: GDI Gun Turrets now work in multiplayer (Hopefully) and display the correct name 'Turret' instead of 'Guard Tower' Provided the aforementioned is an actual success a new minimap will be created Added underwater surface material to Temple of Nod lake Converted infantry path from middle to Tiberium fields into Vehicle paths 1 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted February 21, 2018 Share Posted February 21, 2018 @Madkill40 from T.O. http://tank.stalker-contact.de/Toxicity_1C_TO_Test.rar Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted February 22, 2018 Author Totem Arts Staff Share Posted February 22, 2018 12 hours ago, DarkSn4ke said: @Madkill40 from T.O. http://tank.stalker-contact.de/Toxicity_1C_TO_Test.rar Black rocks may have something to do with the files being from another map, but it only happening on those specific rocks is bizarre. There is no "lightning needs rebuilding" error in any of your screens though? Quote Link to comment Share on other sites More sharing options...
limsup Posted February 23, 2018 Share Posted February 23, 2018 On 2/22/2018 at 6:03 AM, Madkill40 said: There is no "lightning needs rebuilding" error in any of your screens though? It's most probably an overlay, since we usually use the game's built-in screenshot function (F9), it did not show on the screenshots made by Try-Out (nor on mine for that matter). Using a third-party app, I've managed to make one which includes it. Screenshot made with built-in function: Spoiler Screenshot made with external app: Spoiler Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted February 24, 2018 Author Totem Arts Staff Share Posted February 24, 2018 I imagine this issue is linked with the black rock issue. I'll probably just have to change the material and hopefully it should resolve this bizarre error. 1 Quote Link to comment Share on other sites More sharing options...
lordofcnc Posted March 12, 2018 Share Posted March 12, 2018 (edited) guys can i play this map on multiplayer ??? and how can i edit map cycle on multiplayer LAN ? i want to put maps in my order for LAN play Edited March 12, 2018 by lordofcnc Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted March 17, 2018 Author Totem Arts Staff Share Posted March 17, 2018 On 3/12/2018 at 9:59 AM, lordofcnc said: guys can i play this map on multiplayer ??? and how can i edit map cycle on multiplayer LAN ? i want to put maps in my order for LAN play Make sure everybody has the map installed before joining a server with a custom map. For the host of the server, definitely make sure the map is installed then navigate to: Renegade X\UDKGame\Config 'UDKGame.ini' , open this file in notepad. Ctrl + F to bring up the 'Find' and put 'GameSpecificMapCycles' Click 'Find Next' Then add onto the end (including comma and quotation marks): ,"CNC-Toxicity" File > 'Save' And you're all good to go! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted April 8, 2018 Author Totem Arts Staff Share Posted April 8, 2018 What's New in Version 1.2 Released Just now Update as of 08th April: Lighting Build issue fixed [Tested] It is now possible to swim Dock is now more of a dock Blocking volumes added to center of map Ambient sounds modified Pathnodes removed, only pathnodes for Harvesters exist Misc changes See new images in 'Downloads' Gallery Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff yosh56 Posted April 24, 2018 Totem Arts Staff Share Posted April 24, 2018 Everything seems so.... randomly spread out. Like the GDI silo being half a mile from their base Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted April 25, 2018 Author Totem Arts Staff Share Posted April 25, 2018 17 hours ago, yosh56 said: Everything seems so.... randomly spread out. Like the GDI silo being half a mile from their base Delta Force distances, its a trekk, but "random" huh Quote Link to comment Share on other sites More sharing options...
segaofice Posted May 20, 2018 Share Posted May 20, 2018 (edited) some of the bloom seems wrong, very blocky. also i have a weird glow coming from the bottom and the right. I am on 32bit at max settings. (edit) It's only this map as well, i tested all the default ones... Edited May 21, 2018 by segaofice Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted May 21, 2018 Author Totem Arts Staff Share Posted May 21, 2018 (edited) ...the lights are just square. It'll be to do with the post-processing effects in the map no doubt If @limsup could please check for the texture issue that'd be dandy Edited May 21, 2018 by Madkill40 Quote Link to comment Share on other sites More sharing options...
limsup Posted May 21, 2018 Share Posted May 21, 2018 https://imgur.com/a/4OI4rSy Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted May 22, 2018 Author Totem Arts Staff Share Posted May 22, 2018 On 5/21/2018 at 12:08 PM, limsup said: https://imgur.com/a/4OI4rSy This is what happens when you pinch the post-processing volume from the Twlight map But is the black material issue fixed? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted May 26, 2018 Author Totem Arts Staff Share Posted May 26, 2018 On 5/21/2018 at 12:08 PM, limsup said: https://imgur.com/a/4OI4rSy "I don't like how this looks, change it" Fashion police... Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted June 1, 2018 Author Totem Arts Staff Share Posted June 1, 2018 Update s of 01st June: Fixed Post Processing volume Removed lens flares from silo lamps Altered blocking volumes Added more path nodes for bots (One set for Inf route, Tib & and veh route, Tib - only) Misc changes~ @limsup Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted September 29, 2018 Author Totem Arts Staff Share Posted September 29, 2018 Update as of 29th September: Updated water material Water now reacts to gunshots Fixed underwater red/white-flash 90% of blocking volumes redrawn Tiberium damage volumes now do default damage Refined minimap Additional pathnodes Fixed vehicle rollout nodes Lowered static rock meshes near both Guard Towers by the faction silos Added purchasable Recon Bike to Nod Added purchasable Wolverine and Med Tank MKII to GDI Quote Link to comment Share on other sites More sharing options...
CoreDefender Posted October 17, 2018 Share Posted October 17, 2018 Could you add the GDI/Nod Repair Facility on this map? The bases are large enough to accommodate it. And maybe move the GT's to where they're next to each Team Silo so they can better defend them. 1 Quote Link to comment Share on other sites More sharing options...
CoreDefender Posted October 18, 2018 Share Posted October 18, 2018 (edited) I was thinking the... Edited June 24, 2019 by CoreDefender 2 Quote Link to comment Share on other sites More sharing options...
Eagle XI Posted October 19, 2018 Share Posted October 19, 2018 ^ that could function if done as an infantry tunnel, also would open an new flanking possibility into main base. The extra GT i would place inside main base, overlooking the new tunnel entrance at an narrow angle so infantry can use destroyed silos as cover to sneak in if they throw in enough bodies at once. Then the existing GT (not)protecting the silo can move to the spot you show, in order to become an actual defense. I feel like the east side canyon path connecting the two silos should become vehicle traversable at narrow lowground, so you can load an APC and drive to the enemy side silo. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted November 13, 2018 Author Totem Arts Staff Share Posted November 13, 2018 (edited) Changes: -Recon Bikes removed, Replaced with Nod Raider Buggys -Cover reduction -Thommy's working TeamSilo (Icon) and GDI Def Turret -Added extra Guard Tower to both Team Silos -Pathnodes now cover 90% of the playable area -Vehicles can no longer drive on the port -Cover has been provided for the Strip drop-off and GDI Barrack doors credit: TK0104 Lights currently building ... Standby. Edited November 13, 2018 by Madkill40 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted November 13, 2018 Author Totem Arts Staff Share Posted November 13, 2018 Changes I forgot to mention: Lowered FogDensity Altered PostProcessingVolume Quote Link to comment Share on other sites More sharing options...
CoreDefender Posted November 13, 2018 Share Posted November 13, 2018 Good changes, so the Team Silo icon was included with the latest patch? Didn't see a mention of it in the patch notes Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted November 14, 2018 Totem Arts Staff Share Posted November 14, 2018 3 hours ago, CoreDefender said: Good changes, so the Team Silo icon was included with the latest patch? Didn't see a mention of it in the patch notes Nope. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted November 14, 2018 Totem Arts Staff Share Posted November 14, 2018 4 hours ago, Sarah! said: Nope. It's in. It uses the Refinery Icon because yeah it's sort of a smaller variant of a Refinery Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted November 15, 2018 Author Totem Arts Staff Share Posted November 15, 2018 On 11/13/2018 at 11:46 PM, CoreDefender said: Good changes, so the Team Silo icon was included with the latest patch? Didn't see a mention of it in the patch notes I was under the impression latest TeamSilo was in the base game but this is not the case - silo currently does not appear on the map, I'm not sure which file needs to tag along to make it work Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted November 15, 2018 Totem Arts Staff Share Posted November 15, 2018 At the moment the Tiberium Silo for the factions & GDI Turret aren't released YET for the SDK, but we will add them as soon as possible! Quote Link to comment Share on other sites More sharing options...
CoreDefender Posted November 28, 2018 Share Posted November 28, 2018 The Team Silo's are missing from the map with the latest patch. Maybe there will be a mini-update to fix this? 1 Quote Link to comment Share on other sites More sharing options...
CoreDefender Posted November 28, 2018 Share Posted November 28, 2018 (edited) This isn't listed in the patch notes. Edited December 1, 2018 by CoreDefender 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff yosh56 Posted November 28, 2018 Totem Arts Staff Share Posted November 28, 2018 This is literally listed in the patch notes. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted November 28, 2018 Author Totem Arts Staff Share Posted November 28, 2018 8 hours ago, CoreDefender said: The Team Silo's are missing from the map with the latest patch. Maybe there will be a mini-update to fix this? If you read the last two comments before yours you'd understand why I won't be sending you an Xmas card this year now Quote Link to comment Share on other sites More sharing options...
CoreDefender Posted November 28, 2018 Share Posted November 28, 2018 Well you know these forums are quite difficult to read, very dark background and the text doesn't contrast well with it 1 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted December 17, 2018 Author Totem Arts Staff Share Posted December 17, 2018 (edited) Update as of 17th December: Titans n Ticktanks can now be purchased [Wolverines and Recon's removed from PT] Each team gets 2 Recon Bikes spawning in their bases Port is now blocked for vehicles TeamSilos work and the rocks on its inf path have been lowered, additionally an extra GT for both silos has been placed Reduced fog density and altered directional light Misc Changes~ Link to file: https://1drv.ms/u/s!AlgMgOyuk9pRzjo5ZKi3kRe1QmVS [Cause download section still doesn't allow users to upload...] Edited December 19, 2018 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted December 19, 2018 Author Totem Arts Staff Share Posted December 19, 2018 Full Changelist: Update as of 13th November: Recon Bikes removed, Replaced with Nod Raider Buggys Cover reduction Thommy's working TeamSilo (Icon) and GDI Def Turret Added extra Guard Tower to both Team Silos Pathnodes now cover 90% of the playable area Vehicles can no longer drive on the port Cover has been provided for the Strip drop-off and GDI Barrack doors credit: TK0104 Update as of 29th September: Updated water material Water now reacts to gunshots Fixed underwater red/white-flash 90% of blocking volumes redrawn Tiberium damage volumes now do default damage Refined minimap Additional pathnodes Fixed vehicle rollout nodes Lowered static rock meshes near both Guard Towers by the faction silos Added purchasable Recon Bike to Nod Added purchasable Wolverine and Med Tank with MG to GDI Misc changes Update as of 13th September: Map has been optimized more thoroughly to reduce "ran out of video memory" error Walls near harvester tib-fields removed Fixed blocking volume of rock near Weapons Factory Removed particle emitter outside of the map (no more active 'tiberium volcano') Map runs in 32-bit RenX but be warned, it may do an Outpost Map runs in 64-bit RenX absolutely fine Changed water material Modified Turret wall garrisons Additional changes to v1.6.1 Removed 'ruined' shed meshes for optimization-sakes Dock has been rebuilt out of Static Meshes (farewell BSPs!) Dock is now wider and more symmetrical Added a radio next to the Comm Center Misc changes Update as of 07th June: Fixed Collisions issues of the rocks near the Team Silos Fixed reported stuck spots Re-introduced map decals Fixed waterfall spots by adding a 'cover' Added lights to certain underwater spots of the peer Misc changes Update as of 04th June: Improved Minimap Fixed DoF with Post Processing Volume Fixed Veh Rollout nodes Increased the total amount of Pathnodes in the map Update as of 01st June: Fixed Post Processing volume Removed lens flares from silo lamps Altered blocking volumes Added more path nodes for bots (One set for Inf route, Tib & and veh route, Tib - only) Misc changes~ Update as of 08th April: Lighting Build issue fixed [Tested] It is now possible to swim Dock is now more of a dock Blocking volumes added to center of map Ambient sounds modified Pathnodes removed, only pathnodes for Harvesters exist Misc changes Update as of 09th March: Fixed bad collisions for vehicles (As reported) Fixed player hiding in static mesh (As reported) Changed lake back to normal, but it still hurts the player (1 dmg every 2.1 seconds) Fixed bad collisions for infantry (As reported) Fixed Terrain glitch (As reported) Regarding climbable rocks: If you can climb it, then it is fine Fixed infantry stuck-spot (As reported) Fixed floaty tiberium crystals (As reported) Fixed black skins with static meshes (TBC?) . . . Lighting Build issue unresolved & UTWaterVolume still prevents players from swimming the entire lake - TBD Update as of 13th February: Fixed a stuck spot by the waterfall Can no longer swim in fire Fixed blocking volumes for infantry at map center Made water by tiberium fields cause pain, lots and lots of pain (you can no longer swim through the lake) To make up for this I have added rocks and planks Decorated around the Temple of Nod New minimap Raised front Turrets for both teams as they would not always shoot at enemies directly in front of them Flattened the ground outside both the bases to allow Turrets to shoot better Flattened many dips in certain parts of the map (Harvester entrances and ditch behind rocks before both the bases) Areas inaccessible to vehicles now have a visual cue to indicate they cannot go into infantry-only zones Added some rocks on both Silo sides so Guard Towers are disadvantaged against infantry wanting to shoot the silos Added vehicle blocking volume around barracks Added blocking volume around tall rocks within both infantry zones by the HoN and the WF Potentially sorted AI Bot idiot path-finding (Potentially made it worse) Misc changes Update as of 11th February: TeamSilo files removed because they now come in the basegame of RenX and this was causing unnecessary download/VersionMisMatch issues Turrets GDI Gun Turrets fully functional and displaying thanks to AGN-Sarah Toxicity will now undergo final touch-ups Update as of 8th February: GDI Gun Turrets now work in multiplayer (Hopefully) and display the correct name 'Turret' instead of 'Guard Tower' Provided the aforementioned is an actual success a new minimap will be created Added underwater surface material to Temple of Nod lake Converted infantry path from middle to Tiberium fields into Vehicle paths - - - - 2017 - - - - Update as of 25th October: Added Comm Centre to middle of the field Fires now do damage Soldiers have learned to swim Minimap has been updated Stuck points no more Added a few more shacks Water material updated Other reported issues have been addressed Update as of 15th September: Wall segments added to flesh out and shape both bases Containers added in Nod base Rocks moved near GDI base WF and HoN GTs moved into a more disadvantaged position Fixed a static mesh that was hovering Modified fog Re-tweaked map weather soundeffects Added more pathnodes Todo: Remake minimap Figure out how to fix GDI Gun Turret issue Update as of 14th September: New weather/sky effects/colours. Fixed misplaced collisions Added decorations Fixed misreferenced textures Moved decorations Added blocking volumes New minimap Misc Changes Update as of 11th September: Foliage replaced/re:referenced Fixed water mesh & volume (hopefully) Fixed blue tib mid material Added lightposts to GDI and Nod bases Modified terrain by GDI and Nod base (More dirt, less tile flooring) Fixed MegaFence reference error Fixed Env_Fallen reference error Fixed TempleX reference error Replaced landscape background material Changes as of 8th September: Sky fixed Temple visible Blocking volumes added DeadTrees replaced Content re-referenced Fixed collision issue behind Barracks Removed floating crystals Added Spotting_Areas Changed dock steps into dock ramps Changes as of 2nd September: Hand of Nod moved closer to the Strip, Weapons Factory moved closer to the Barracks Foliage added Temple (Tiberium Field) decoration added GDI Base off-map decoration added Long infantry path (Team Silo side of map) off-map decoration added Added a boat to the wooden pier/bridge Fixed crates on pier/bridge Adjusted the fog density Added culling volume DominantDirectionalLight converted to DirectionalLight Misc Optimizations Fixed "floating tiberium crystals everywhere" ("everywhere" being the team tiberium fields) Misc Changes Moved bridge/pier more center Minimap redone Harvesters are now synced. 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Totem Arts Staff Madkill40 Posted December 20, 2018 Author Totem Arts Staff Share Posted December 20, 2018 y u do dis? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff SonnyX Posted January 10, 2019 Totem Arts Staff Share Posted January 10, 2019 Linux sure doesn't like this map, somehow it has to do with the textures of some of the rocks. Any clue as to what may cause this? Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted January 11, 2019 Share Posted January 11, 2019 The only thing I can recommend is verifying file integrity, and trying to look at it again. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted January 11, 2019 Totem Arts Staff Share Posted January 11, 2019 It’s not a file thing, it’s a rendering thing. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted January 11, 2019 Totem Arts Staff Share Posted January 11, 2019 dx9 shaders some times act strange in dx11 have you enabled dx11 ? or ya using opengl ? as that can have the same effect Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff SonnyX Posted January 11, 2019 Totem Arts Staff Share Posted January 11, 2019 (edited) Wait, there is an dx11 mode? That's good to know, might make Linux performance go up once again. Edit: Quote nope... no dx11 for us Linux people, just won't load the game. Also read in another thread that RenX didn't make use of dx11 shaders in the first place, so it wouldn't help anyways. But to clarify: this is not a map bug, nor is it a RenX bug, this is a "Wine" related rendering bug. "Wine" is a compatibility layer between Windows software and Linux. All I wondered was, since this map has this rendering bug in the most obvious ways, what the difference between those rocks and other non-bugged textures are as to figure out why this rendering issue occurs. e.g. use of bump map, diffuse map, or other texture enhancing overlays? Edited January 11, 2019 by SonnyX Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted January 11, 2019 Totem Arts Staff Share Posted January 11, 2019 I don’t recommend dx11, but if it works that’s fine. Our materials don’t take dx11 into account, do you may find more bugs with dx11 than without, but who knows. You’ll also have to recompile shaders for every nap with dx11. Quote Link to comment Share on other sites More sharing options...
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