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Re: Release - C&C_Hourglass_Flying_BETA [message #367032 is a reply to message #366180] |
Mon, 12 January 2009 06:34 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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No more crashes, and the map is looking great, not sure if you have a bug list, but everything I found is minor fixes. Lowest FPS were 55 for me.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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Re: Release - C&C_Hourglass_Flying_BETA [message #367159 is a reply to message #366939] |
Tue, 13 January 2009 03:22 |
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Jerad2142
Messages: 3813 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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Its an extremely nice map, but there are a few balance issues I noticed, like, the MRLS can shoot the obby from three spots while remaining out of range, while the arty can only shoot the guard tower from one. I noticed there are no bullet holes in one tunnel and finally, and finally the water in the water fall looks kind of fugly.
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Visit Jerad's deer sweat shop
[Updated on: Tue, 13 January 2009 03:25] Report message to a moderator
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Re: Release - C&C_Hourglass_Flying_BETA [message #367170 is a reply to message #367165] |
Tue, 13 January 2009 06:54 |
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DarkKnight
Messages: 754 Registered: May 2006 Location: Cincinnati, OH
Karma: 0
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Colonel |
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what the hell are you talking about??? the waterfall is awesome looking and the river down below with the splashing water against the rocks is just fantastic, along with the tib effects. The detail on this map is far better than any ren map I've ever seen. If you've seen better please tell me the map cause I've seen them all.
Only thing I see about it is the OB range could be longer but I'm going to use the map as is and run it on Unrules and Renbattle.net servers.
Only way to really test this is with a server full of people.
But either way the guy did a fantastic job on this. Best Ren map I ever seen.
[Updated on: Tue, 13 January 2009 06:54] Report message to a moderator
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Re: Release - C&C_Hourglass_Flying_BETA [message #367190 is a reply to message #367188] |
Tue, 13 January 2009 09:02 |
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DarkKnight
Messages: 754 Registered: May 2006 Location: Cincinnati, OH
Karma: 0
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Colonel |
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ErroR wrote on Tue, 13 January 2009 09:52 |
Darkknight wrote on Tue, 13 January 2009 17:34 | just added this map to renbattle.net if anyone wants to come on and play it.
ip: 173.66.221.11
port: 2121
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well.. you'd better wait for a more stable fix
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Its not in the rotation its just on the server for testing and fabian knows that. talked to him all last night about the map.
on further review, the ob firing range is fine. you can hit gdi with arties in several positions not just one. over the top is pretty much even for both teams.
[Updated on: Tue, 13 January 2009 09:03] Report message to a moderator
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Re: Release - C&C_Hourglass_Flying_BETA [message #367195 is a reply to message #367190] |
Tue, 13 January 2009 09:33 |
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DarkKnight
Messages: 754 Registered: May 2006 Location: Cincinnati, OH
Karma: 0
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Colonel |
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then you didnt download the lastest version.
here: www.wpi.edu/~mjfabian/C&C_Hourglass_Flying_095.zip
Ok after further review. Id remove the trees near the OB. You can fly and orca right to it and the ob will never fire. Id also add ramps and remove the killzone because its not constant in all areas. Id also add a no fly zone over the pp stacks.
Don't get me wrong love the map. Still one of the best I've ever seen. Great quality. Can't wait for the finished version
[Updated on: Tue, 13 January 2009 09:41] Report message to a moderator
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Re: Release - C&C_Hourglass_Flying_BETA [message #367203 is a reply to message #366180] |
Tue, 13 January 2009 10:26 |
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Fabian
Messages: 821 Registered: April 2003 Location: Boston, MA
Karma: 0
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Colonel |
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IMPORTANT: REMOVE ALL OTHER "C&C_Hourglass_Flying_xxx" files in your data folder. The only files in your data folder pertaining to this map should be C&C_Hourglass_Flying.mix (and .thu if you've run the map). Having other versions will cause collision errors and will cause missing textures
On a similar note, people are still seeing the ground as dirt + black instead of dirt + grass. Clean the shit out of your data folder. Something in there is messing with the map textures. For example, Reaver11's screenshots show what you should NOT see. Make sure there isn't a grass.tga or grass.dds in your data folder.
First, I'd like to thank everyone for looking for bugs. Second, I'd really like to see a couple large games to confirm that the ranges of the AGT/OB need to be changed. I'm kinda uneasy about changing stuff like that (although I'm told some official maps have custom ranges).
Also, there will not be building ramps. Ramps make roof beaconing legitimate, and if there's one gameplay change I insist on making in my map, it's roof beaconing. Currently if you try to roof beacon you will die.
As for the waterfall being ugly, Renegade isn't high in the special effects department. This is probably as good as it's gonna get on this engine. I think it's certainly an improvement from the waterfalls in C&C_Hourglass.
I guess I'd better start a bug list:
-The ranges of the AGT and Obelisk need to be looked into.
-The blocker for the "waterfall hole" for vehicles should be a simple manhole cover. Currently it is a slanted wall "leaning" against the cliff.
-Hand of Nod and Airstrip need vehicle blockers so they cannot enter the buildings. To be safe, put vehicle blockers on all building entrances on both sides.
-The War Factory smoke stacks are missing collision settings.
-There is a geometry seam on the left side of the underground river where the cliff meets the ground.
-barrel.w3d needs to have an invisible vehicle blocker around it to prevent people from getting stuck on it in vehicles.
-The large deciduous tree and grass around the back of the WF are floating.
Finally, here's a map of the level. You can use it to point out "tactical" bugs. Things like, the AGT should be placed to here and have this range.
[Updated on: Tue, 13 January 2009 11:04] Report message to a moderator
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Re: Release - C&C_Hourglass_Flying_BETA [message #367205 is a reply to message #366180] |
Tue, 13 January 2009 10:36 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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Dont forget to give the WF smoke pipes or what ever you call them a physical collision.
The point is I dont say you need the building ramps but in the flying building setup are vis parts for flyingmaps. If you are going to render vis you will need those.
Plus I can assure you I dont have any other version of hourglass_flying in my data folder then 0.95.
What I find weird is that the .thu gets to a size of 853KB which compared to my other thu files is big. (It could be an error my side im not sure)[Ill check if I can find what is really causing my problem]
EDIT: The buildings are to high on the ground. You basically have a doorstep. Which isnt good looking. You can better use boolean to remove terrain under the building and make sure there are no doorsteps.
[Updated on: Tue, 13 January 2009 10:41] Report message to a moderator
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Re: [Map] - C&C_Hourglass_Flying_BETA [message #367309 is a reply to message #366180] |
Wed, 14 January 2009 09:10 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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The dirt problem could be solved if you rename it, currenty its dirt.tga, renegade reads from other .mix files and its possible someone used dirt.tga before.
Might want to consider making the barrels part of the terrain.
Collision problems as said, clone the windows of the HON and set them as vehicle blockers.
IM unsure on the kill zones, I thought APB had a disable beacon script of some sorts. Also, especially with a flying map it will look a lot better if you weld or snap the buildings into the terrain instead of placing them on top. This improves VIS also!
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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Re: [Map] - C&C_Hourglass_Flying_BETA [message #367869 is a reply to message #366180] |
Sun, 18 January 2009 23:27 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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you might want to consider renaming tiberium.dds too... I cant see the tiberium fields.... I notice you have a lot of vague names...this should be fixed before final.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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Re: [Map] - C&C_Hourglass_Flying_BETA [message #367959 is a reply to message #366180] |
Mon, 19 January 2009 11:41 |
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slosha
Messages: 1540 Registered: September 2008 Location: North Dakota FTW
Karma: 0
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General (1 Star) |
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May I suggest, for the final version, just naming it C&C_Hourglass_Flying. Just to avoid confusion with "missing maps"
The road I cruise is a bitch now, baby.
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