Sn4ke Posted September 5, 2017 Share Posted September 5, 2017 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted September 5, 2017 Totem Arts Staff Share Posted September 5, 2017 (edited) Yoo, Try-Out and me took a little look on this maps and we just want to tell you, what we think about it. @DoctorAnubis had to notice that too, the sky material isn't that nice, use another one, there are enough There are some missing materials. I know you maybe don't want to hear that already now, but I think it is always good, to put things from the beginnig in his own package. That make it much easier later. You are using atm 1 big water plane. It is too high scaled for the material and it looks like it is floating very hard. And I would say, that it isn't normal a lake. Use more, but smaller water planes. If you want an example you can take a look at the water from Cliffside. For this destroyed Gunboat, you could use the destroyed AC-130 material, so it is looking a bit more destroyed. From a distance, nobody will notice that (take a look on Cliffside if you want to know what I mean). 1 very important tip for you. You maybe think: Well, I'm making the basic design, it doesn't matter if this stuff is floating or not. I was thinking like that, too. And I must say: IT WAS THE BIGGEST MISTAKE I'VE EVER MADE IN CNC-FOREST. I had to stick like 250 trees by myself inside the ground (Maybe because I was too dumb to use Foliage, but that is not important atm). That will cost you time, you could use somewhere else better. So you should start slowly to watch, that you don't place that much floating stuff. You should make first a nice looking landscape and place after that the trees and the other stuff. Make sure that the Harvester isn't driving over the aristrip when you release your beta. There will be problems with spawning tanks. I have some more "bugs" and suggestions for this map, but I think that is enough for now. You said you want to have things about the map design, so I wont bombard you with map bugs. Just say it, if you want to have them. The first problem about the map design is the open base entrance. There is not enough cover for the buildings. For Nod it is even worse then for GDI. Second Problem: A nuke in these containers is very easy to defend and is a big advantage for Nod. Try-Out and me don't really like it that you are able to snipe in the base like this. But if you think, that you want that you can leave it like that. But you should block shooting inside base with some rocks or something else. So that's it for now. I hope it is helping you, even if it isn't exactly that what you want Keep it up! Luhrian Edited September 5, 2017 by Luhrian 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 5, 2017 Author Totem Arts Staff Share Posted September 5, 2017 1 minute ago, Luhrian said: Yoo, Try-Out and me took a little look on this maps and we just want to tell you, what we think about it. @DoctorAnubis had to notice that too, the sky material isn't that nice, use another one, there are enough There are some missing materials. I know you maybe don't want to hear that already now, but I think it is always good, to put things from the beginnig in his own package. That make it much easier later. You are using atm 1 big water plane. It is too high scaled for the material and it looks like it is floating very hard. And I would say, that it isn't normal a lake. Use more, but smaller water planes. If you want an example you can take a look at the water from Cliffside. For this destroyed Gunboat, you could use the destroyed AC-130 material, so it is looking a bit more destroyed. From a distance, nobody will notice that (take a look on Cliffside if you want to know what I mean). 1 very important tip for you. You maybe think: Well, I'm making the basic design, it doesn't matter if this stuff is floating or not. I was thinking like that, too. And I must say: IT WAS THE BIGGEST MISTAKE I'VE EVER MADE IN CNC-FOREST. I had to stick like 250 trees by myself inside the ground (Maybe because I was too dumb to use Foliage, but that is not important atm). That will cost you time, you could use somewhere else better. So you should start slowly to watch, that you don't place that much floating stuff. You should make first a nice looking landscape and place after that the trees and the other stuff. Make sure that the Harvester isn't driving over the aristrip when you release your beta. There will be problems with spawning tanks. I have some more "bugs" and suggestions for this map, but I think that is enough for now. You said you want to have things about the map design, so I wont bombard you with map bugs. Just say it, if you want to have them. The first problem about the map design is the open base entrance. There is not enough cover for the buildings. For Nod it is even worse then for GDI. Second Problem: A nuke in these containers is very easy to defend. Try-Out and me don't really like it that you are able to snipe in the base like this. But if you think, that you want that you can leave it like that. But you should block shooting inside base with some rocks or something else. So that's it for now. I hope it is helping you, even if it isn't exactly that what you want Keep it up! Luhrian Perfect, thanks! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 5, 2017 Author Totem Arts Staff Share Posted September 5, 2017 (edited) Updated, added new download and its on Production lighting. Fixed Tib texture Fixed water texture Moved shipping crates Did boat material Edited September 5, 2017 by Sarah! Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted September 6, 2017 Share Posted September 6, 2017 (edited) @Sarah! hah, didnt even notice the new version. just marked some tank spots people will most likely use. the Flamer spot in front of GDI base is OP you might want to add catwalks so they can defend from the top of the wall. I just realised while editing the map that there should be trees next to the GDI base. well for me there were none (probably due to graphic settings. + missing collisions). there's a small alcove where tanks can hide perfectly (not sure how well that works with trees^^) The Turret on top of the catwalk is not working that well, can't aim "down" - won't detect units on the lower route. only marked the closest rocket rush spots. there are others as well. I'd say the map is rather balanced referring to tanking, you might want to change the rocks in front of WF & HoN so Artys / MRLS are no longer able to farm VP/cash/points while being in full cover from the enemy base (given your team controls the field) and about the sniper perches.... certain people will buy an Arty / MRLS, do "startfire" and constantly spam the perches.... [I'm sure you will block the ledges....] Not sure about the INF-area yet... but I'm not a dedicated Infantry player, you'd better ask someone else Edited September 6, 2017 by DarkSn4ke Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 6, 2017 Author Totem Arts Staff Share Posted September 6, 2017 1 hour ago, DarkSn4ke said: @Sarah! hah, didnt even notice the new version. just marked some tank spots people will most likely use. the Flamer spot in front of GDI base is OP you might want to add catwalks so they can defend from the top of the wall. I just realised while editing the map that there should be trees next to the GDI base. well for me there were none (probably due to graphic settings. + missing collisions). there's a small alcove where tanks can hide perfectly (not sure how well that works with trees^^) The Turret on top of the catwalk is not working that well, can't aim "down" - won't detect units on the lower route. only marked the closest rocket rush spots. there are others as well. I'd say the map is rather balanced referring to tanking, you might want to change the rocks in front of WF & HoN so Artys / MRLS are no longer able to farm VP/cash/points while being in full cover from the enemy base (given your team controls the field) and about the sniper perches.... certain people will buy an Arty / MRLS, do "startfire" and constantly spam the perches.... [I'm sure you will block the ledges....] Not sure about the INF-area yet... but I'm not a dedicated Infantry player, you'd better ask someone else Thank you Sn4ke I really appreciate your feedback 😘 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted September 6, 2017 Totem Arts Staff Share Posted September 6, 2017 Didn't read every single reply here, but I'm liking the map so far! Personally, I feel there are already too many maps that allow for a quick rush through an Inf path directly into a building (Islands being an original example, then Mesa II, Reservoir (new) Field). I'm all for a more direct path that leads to a base, but maybe have it lead to somewhere that isn't near a building? Also, I like the idea with the giant lake that seems to serve no purpose. Adds atmosphere. What about adding Hover MRLS on the far side of the lake as a reward for traveling over there? Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 6, 2017 Share Posted September 6, 2017 On 9/5/2017 at 5:19 PM, DarkSn4ke said: Strip and Powerplant are too close together, you could Ion Canon them both. Refinery and Weapons Factory might be a bit too close to one another. 1 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted September 6, 2017 Share Posted September 6, 2017 @Sarah! server log - LogWarningsWhoKnows.txt Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted September 6, 2017 Totem Arts Staff Share Posted September 6, 2017 Check your RX_BaseBuilding_PrefabKit, maybe you messed it up by accident. Happend to me too mutiple times Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted September 6, 2017 Totem Arts Staff Share Posted September 6, 2017 @Luhrian What have I missed? Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted September 6, 2017 Share Posted September 6, 2017 @TK0104 you're poking the wrong guy.... poke @limsup instead 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 6, 2017 Author Totem Arts Staff Share Posted September 6, 2017 5 hours ago, Madkill40 said: Strip and Powerplant are too close together, you could Ion Canon them both. Refinery and Weapons Factory might be a bit too close to one another. its already fixed, old pic 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 6, 2017 Author Totem Arts Staff Share Posted September 6, 2017 (edited) Testing out night time, didn't finish it yet. No comments needed on that unless you think it should be a day map. Updated post and added download link, maintained old link as well. 3 hours ago, Luhrian said: Check your RX_BaseBuilding_PrefabKit, maybe you messed it up by accident. Happend to me too mutiple times Should be fixed. Edited September 6, 2017 by Sarah! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 6, 2017 Author Totem Arts Staff Share Posted September 6, 2017 Does anyone have good settings/tips for making night time look better? I can't get the actual map to become dark like field, and my dominant light isn't making shadows either... Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 7, 2017 Share Posted September 7, 2017 1. Don't use the dominant, right click it and convert it to a directional light. 2. Lower that light's brightness to .135 3. Add in black fog. 4. Remember to add light posts to the map etc. 5. Render lighting. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted September 7, 2017 Totem Arts Staff Share Posted September 7, 2017 (edited) [Removed] Edited September 7, 2017 by Luhrian 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted September 7, 2017 Totem Arts Staff Share Posted September 7, 2017 I guess the Nod variant of the A10 1 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted September 7, 2017 Share Posted September 7, 2017 @Sarah! please add a new top view screenshot to the initial post. you could also ask @Madkill40 to create an overview map. might be too early (due to possible map changes) but I'd like to see the effect of the Comms. Could be a bit too powerful [as on Tomb]. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 7, 2017 Author Totem Arts Staff Share Posted September 7, 2017 9 minutes ago, DarkSn4ke said: @Sarah! please add a new top view screenshot to the initial post. you could also ask @Madkill40 to create an overview map. might be too early (due to possible map changes) but I'd like to see the effect of the Comms. Could be a bit too powerful [as on Tomb]. You mean the minimap? 1 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted September 7, 2017 Share Posted September 7, 2017 46 minutes ago, Sarah! said: You mean the minimap? yes Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 7, 2017 Author Totem Arts Staff Share Posted September 7, 2017 @kenz3001 any help with creating a better 'dark' atmosphere? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted September 7, 2017 Totem Arts Staff Share Posted September 7, 2017 copy field / mesa world props settings then tweek as you see fit 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 8, 2017 Author Totem Arts Staff Share Posted September 8, 2017 Updated download. Please check it out. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted September 8, 2017 Totem Arts Staff Share Posted September 8, 2017 Soo, I'll just post what I noticed. Spoiler I haven't made a screen of it but I'll tell you a very important thing: Use never ever 2 Directional Lights in one map. There is no reason to do that. As @kenz3001 said, if you don't know how to setup the lights, just copy the lightning from an other night map, nobody will have a problem with that. Missing sky material, make sure that you copied all the textures and used the sky material in your package. These two objects on the screens have still collisions, that is not really needed. Make the lamps bigger. You should make the tunnel entrance a bit more beattiful, there are meshes for that, look for example on the tunnel entrances from CliffSide. OOne of the water planes need a bit more fine tuning (It isn't easy to see, sorry for that) The Collisions from your rocks need to be redone, got things like that on mutiple points. You are also using 3 differnt rock materials, you should decide for one. If you do the blocking volumes don't forget to block the roofs of the buildings and block this rock, otherwise you can put nukes on top of it and you are maybe not getting on the rock quick enough. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 8, 2017 Author Totem Arts Staff Share Posted September 8, 2017 Deleted other directional light that I didn't know existed; it was outside of the sky mesh anyway. Changed all rock texture to the same. Changed sky material. Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 8, 2017 Share Posted September 8, 2017 Save sky material to your env package and then assign the newly saved material now in your maps env package to replace the curremt one. And no longer will you have any more missing sky textures. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 10, 2017 Author Totem Arts Staff Share Posted September 10, 2017 (edited) Updated. Temporary catwalk in place in the infantry path by beach, added a silo. Added a light importance volume, removed a TON of lights from tiberium fields. Fixed the gate server bug, redid it as my own custom creation from in game assets Edited September 10, 2017 by Sarah! Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted September 10, 2017 Share Posted September 10, 2017 Please fix the lighting Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 10, 2017 Author Totem Arts Staff Share Posted September 10, 2017 5 hours ago, DarkSn4ke said: Please fix the lighting It's only like a rock and a tree I moved (deleted the other tree that wasnt a pine tree). No biggie Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 12, 2017 Author Totem Arts Staff Share Posted September 12, 2017 (edited) Updated, near permanent catwalk. Working on harvy paths. Closed inf path between bar and air, moved the comm center 180 degrees. Added more deco in lake. Updated tunnel entrances above bases. Added 6 crates. Changed light, added a light fog (need thoughts on the fog!) Added optimizations for framerates. Edited September 12, 2017 by Sarah! 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 12, 2017 Author Totem Arts Staff Share Posted September 12, 2017 13 hours ago, Sarah! said: Updated, near permanent catwalk. Working on harvy paths. Closed inf path between bar and air, moved the comm center 180 degrees. Added more deco in lake. Updated tunnel entrances above bases. Added 6 crates. Changed light, added a light fog (need thoughts on the fog!) Added optimizations for framerates. Actually uploaded now. Main post updated. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 13, 2017 Author Totem Arts Staff Share Posted September 13, 2017 Update uploaded. Added a bunch of random stuff. (Blocking volumes, sounds, etc.) Added the infantry path catwalk (finally, lol) Still cant get the harvy paths right. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted September 14, 2017 Totem Arts Staff Share Posted September 14, 2017 22 hours ago, Sarah! said: Still cant get the harvy paths right. If you say, what's the problem, I could help you with that. But you will only have issues the whole time with these Harvs, so maybe just do them later. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 14, 2017 Author Totem Arts Staff Share Posted September 14, 2017 2 hours ago, Luhrian said: If you say, what's the problem, I could help you with that. But you will only have issues the whole time with these Harvs, so maybe just do them later. Madkill fixed them for me Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 15, 2017 Author Totem Arts Staff Share Posted September 15, 2017 Updated! Big thanks to Madkill & Sn4ke!!! 1 1 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted September 15, 2017 Share Posted September 15, 2017 @Sarah! please reupload (check the link) Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 15, 2017 Author Totem Arts Staff Share Posted September 15, 2017 26 minutes ago, DarkSn4ke said: @Sarah! please reupload (check the link) Fixed Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted September 15, 2017 Share Posted September 15, 2017 So CNC-Sunrise it is. I was hoping for CNC-CampyCrystalLake Progress is looking good, keep it up! Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 15, 2017 Share Posted September 15, 2017 Or CNC-Pond... Ah well, this map is now officially named after a rave. All is good. Quote Link to comment Share on other sites More sharing options...
Suspiria Posted September 15, 2017 Share Posted September 15, 2017 I've also tested your map and I have the following to add: I can sneak right past NOD Power Plant onto the infantry path with any vehicle. I am then able to damage GDI buildings with this vehicle from there. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 15, 2017 Author Totem Arts Staff Share Posted September 15, 2017 6 hours ago, Schmitzenbergh said: So CNC-Sunrise it is. I was hoping for CNC-CampyCrystalLake Progress is looking good, keep it up! Thank you, I really appreciate feedback from devs and all community members! 6 hours ago, Madkill40 said: Or CNC-Pond... Ah well, this map is now officially named after a rave. All is good. Maybe by accident 4 hours ago, Suspiria said: I've also tested your map and I have the following to add: I can sneak right past NOD Power Plant onto the infantry path with any vehicle. I am then able to damage GDI buildings with this vehicle from there. Should be fixed in main version (using old one?). There are blockers there Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 16, 2017 Author Totem Arts Staff Share Posted September 16, 2017 New build will be up in the morning that addresses all bugs that have been brought forth to me... except for harvester. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted September 16, 2017 Totem Arts Staff Share Posted September 16, 2017 (edited) Bug Reports: Spoiler Floating background rock (These backgrounds rocks have still Collisions) Floating tiberium (one of these meshes have still Collisions, use quick flags menu and Collision modes to spot stuff like that) Harvester stuck (same for GDI Harvester) Rocks have still wrong material. Select one of them -> right click -> select -> select all with machting material -> press F4 -> Static Mesh Component -> Rendering -> replace the pld material with the new one. If you follow these steps you can make sure very quick and easy, that all rocks have the right material. (Just noticed you using for the same material differnt packages, so you have to do it mutiple times to get 100% of all rocks changed) But I would suggest you to use a differnt material, in my opinion the rock material doesn't fit to the landscape. But don't forget to use these steps, I showed you. But watch out, there are still some with another material You should use a Static/Skeletal Mesh for this. Wrong Tiberium material I think you want to make it like in C&C 3. Take a look in CNC-Crash-Site, there is a tiberium background mesh, that would look much better in there. But make sure that you add Collision to this mesh, if you add it in your map. You can also use the one in the package from CNC-Sahara (the name of the package is still RX_Env_Sand, so don't be confused). I mean this one. It is just a Basalt rock from Mesa with a tiberium material. There is much floating grass. You can set it a bit more inside the ground by using an option in the folaige editor. Don't forget the "-" otherwise it will be set higher. I think it is looking really nice to set garss and stuff on top of a rock. I this case it is matching great with the rock material, but the foliage editor set this stuff on the collision of the rock and not on the, for us, visible border from the rock. It is pretty inefficient to work with the Z Offset Min in the foliage editor, because it is on every point on the rock differnt. If you want to do that, you need to do it by yourself. You can also place it with the foliage editor and move it manual with the tool in it. Btw, in my opinion this should be the rock material for the map, it is looking great! Well I think with that screen you surely know, that it wasn't your best idea with these walls. You can jump from the catwalk on the rock under the catwalk. Great sniper spot, you can even jump on the airstrip and ion the roof. Use here the mesh on the entrance of the tunnel. I just noticed that you placed smoke over there, because I opened you map in the editor. You should use a differnt kind of smoke for this. Something that is more noticeable. Just make a tick in Particle systems in you content browser and search for smoke. You'll find so many differnt and better particle systems for smoke in there then this one. So that's it for now. I had a bit fun to improve a bit on your map, what I would do. I'll just show you some screens I made. Like in C&C 3. Brighter lights and I forgot to palce some more fog. The rock materials, that I would like to see in your map. I used these columns around the tiberium field in the cave as pillars for the little catwalk. Sneakers can hide over there or place an ion. Would be a nice strategy. And it is looking much better. Bigger Tiberium and more fog. Suggestion one for blocking a restricted area with a nice look. Suggestion 2 You can ofc use both ideas. For example the first one for this big way on the screen and the fence behinf the GDI base at the beach. Don't feel bad if you steal these ideas! Hope this will help you to improve this map. Luhrian Edited September 16, 2017 by Luhrian Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted September 16, 2017 Totem Arts Staff Share Posted September 16, 2017 Btw I saved this improved version. I can upload it and you can copy the stuff you want over to your map. It will be exactly at the same position, where it is on my map. Btu you can't copy the foliage, only the properties I changed over there. So you can just copy them and place the foliage by yourself. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted September 16, 2017 Share Posted September 16, 2017 16 minutes ago, Luhrian said: You can jump from the catwalk on the rock under the catwalk. Great sniper spot, you can even jump on the airstrip and ion the roof. as I told you ingame yesterday: why do you test stuff like this when Sarah didnt even add blocking volumes up there? the area is WIP. Sarah will add blockers when it's done. all the blocking volumes added so far are temporarily (afaik). the really important thing to test now: any BALANCE related issue. Quote Link to comment Share on other sites More sharing options...
Suspiria Posted September 16, 2017 Share Posted September 16, 2017 (edited) 16 hours ago, Sarah! said: Thank you, I really appreciate feedback from devs and all community members! Maybe by accident Should be fixed in main version (using old one?). There are blockers there Yes, I've definately noticed the blockers. However, I can still drive through the small passage left of NOD Power Plant. I have just now redownloaded and rechecked this. I invite you to try as it's a gamebreaking glitch. Edited September 16, 2017 by Suspiria Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 16, 2017 Author Totem Arts Staff Share Posted September 16, 2017 12 hours ago, Suspiria said: Yes, I've definately noticed the blockers. However, I can still drive through the small passage left of NOD Power Plant. I have just now redownloaded and rechecked this. I invite you to try as it's a gamebreaking glitch. My editor crashed when I was rendering. It's already fixed on my version. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 17, 2017 Author Totem Arts Staff Share Posted September 17, 2017 (edited) Have to reinstall Windows and install RenX SDK etc... Expect a delay on updates. Edited September 17, 2017 by Sarah! 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 18, 2017 Author Totem Arts Staff Share Posted September 18, 2017 (edited) Added a background story to the map in original post, will expand later. Edited September 18, 2017 by Sarah! Quote Link to comment Share on other sites More sharing options...
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