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  • Totem Arts Staff
Posted (edited)

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
  • Totem Arts Staff
Posted

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)

  • 1 month later...
  • 1 month later...
  • 3 months later...
Posted

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 

  • Totem Arts Staff
Posted
  On 2/9/2018 at 8:04 AM, ☢☢☢☢ 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 

Expand  

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

  • Totem Arts Staff
Posted

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
  • Like 1
  • 2 weeks later...
Posted
  On 2/22/2018 at 5:03 AM, Madkill40 said:

There is no "lightning needs rebuilding" error in any of your screens though?

Expand  

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:

  Reveal hidden contents

Screenshot made with external app:

  Reveal hidden contents

 

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

Expand  

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!

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

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

  • 3 weeks later...
  • 4 weeks later...
Posted (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...

13260_screenshots_20180520153128_1.jpg

download.jpg

Edited by segaofice
  • Totem Arts Staff
Posted

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

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

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

 

  • 3 weeks later...
Posted

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.

  • Like 1
Posted

^

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.

  • Like 1
  • 4 weeks later...
  • Totem Arts Staff
Posted (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 by Madkill40
  • Like 1
  • Totem Arts Staff
Posted
  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

Expand  

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

  • Totem Arts Staff
Posted

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!

 

  • 2 weeks later...
  • 3 weeks later...
  • Totem Arts Staff
Posted (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 by Madkill40
  • Totem Arts Staff
Posted

Full Changelist:

  Reveal hidden contents

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

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?

Screenshot from 2019-01-10 17-52-30.png

Screenshot from 2019-01-10 17-52-41.png

Screenshot from 2019-01-10 17-52-46.png

Screenshot from 2019-01-10 17-57-28.png

  • Totem Arts Staff
Posted (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.

Expand  

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
  • Totem Arts Staff
Posted

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.

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