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[Level] CNC-Toxicity


Madkill40
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CNC-Toxicity


Toxicity 2

T2.thumb.jpg.1e4ffb1a0661b6a12dacbb9e0ca1ae96.jpg

Map specifications:

-Non-flying

-Few Guard Towers

-Several Gun Turrets

-A Toxic map (Red Zone)

                                                                                  HOW TO INSTALL

  1. Default directory location: ' C:/Program Files (x86)/Renegade X/ ' 
  2. Extract the zip file into your Renegade X directory.
  3. Files have now been installed. Enjoy!

 

 

 


 

Edited by Madkill40
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  • 1 month later...
  • 1 month later...
  • 3 months later...
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 :o 

I know somebody who does rigging and animation, if you make the model of a visceroid then... y'know... maybe... ;)

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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
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  • 2 weeks later...
12 hours ago, DarkSn4ke said:

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?

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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

F9.thumb.jpg.90b8140c1a39596d120ab540a65ef806.jpg

Screenshot made with external app:

Spoiler

Lighting_need_sto_be_rebuilt.thumb.jpg.39ca460504aa1546f4e721003238b8c2.jpg

 

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  • 3 weeks later...
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!

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  • 4 weeks later...

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

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  • 3 weeks later...
  • 4 weeks later...
  • 3 months later...

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

 

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  • 3 weeks later...

^

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.

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  • 4 weeks later...
  • 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 by Madkill40
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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

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  • 2 weeks later...
  • 3 weeks later...

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 by Madkill40
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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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  • 3 weeks later...
  • Developer

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 by SonnyX
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