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Re: C&C_TheTwoTowers soon - Naval and Flying [message #457632 is a reply to message #457618] |
Wed, 12 October 2011 08:03 |
Gohax
Messages: 738 Registered: January 2009
Karma: 0
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iRANian wrote on Wed, 12 October 2011 06:39 | Looks like a barren wasteland.
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This. I think adding more bushes/brush would still keep that wasteland feel you're going for, but make it less empty.
Adding naval units to the game, might prove interesting.
Quote: | ·OTBot·Gohax killed beerfull4 (Black Hand Sniper/Sniper Rifle Vs. Deadeye/Sniper Rifle).
·OTBot·beerfull4: see that for sure a auto aim
·OTBot·beerfull4: u know how i can tell
·OTBot·Gohax: LOL
·OTBot·Gohax: how can you tell?
·OTBot·beerfull4: becuz your american and americans are like that
·OTBot·Gohax: LOL!
·OTBot·beerfull4 has left the game.
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[Updated on: Wed, 12 October 2011 08:03] Report message to a moderator
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Re: C&C_TheTwoTowers soon - Naval and Flying [message #457639 is a reply to message #457617] |
Wed, 12 October 2011 11:38 |
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Good luck getting it to work in a .mix OR a .pkg. MDB_ExpVehFac_xxx scripting requires stuff in tt.ini and tt.ini is a global file and is loaded only once at startup.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: C&C_TheTwoTowers soon - Naval and Flying [message #457643 is a reply to message #457639] |
Wed, 12 October 2011 12:57 |
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rrutk
Messages: 617 Registered: June 2007
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jonwil wrote on Wed, 12 October 2011 11:38 | Good luck getting it to work in a .mix OR a .pkg. MDB_ExpVehFac_xxx scripting requires stuff in tt.ini and tt.ini is a global file and is loaded only once at startup.
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The MDB_ExpVehFac_Naval-Factory Script works without changes (!!) and the naval presets are purchased, but with the naval script attached to shipyard Renegade crashes if one buys a VTOL unit.
So, either naval OR flying.
And I didn't check if the Naval units would have been greyed out.
But this shows, that a naval logic would be scriptable without changes in the hud.ini...
ATM I made purchase points for the naval stuff, because I want to be the map flying and naval.
Would it be possible to modify the script to have only the naval stuff, but no changes for flying units?
I guess, the map will be ready within a week for testing...
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[Updated on: Wed, 12 October 2011 13:09] Report message to a moderator
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Re: C&C_TheTwoTowers soon - Naval and Flying [message #457645 is a reply to message #457617] |
Wed, 12 October 2011 13:20 |
Blazea58
Messages: 408 Registered: May 2003
Karma: 0
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Could you upload an overhead shot of the map? I always like to see the whole map before i start assuming things. And is it just me or is that the exact same dock as used in single player? Would it hurt to actually create your own? lol
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Re: C&C_TheTwoTowers soon - Naval and Flying [message #457685 is a reply to message #457645] |
Thu, 13 October 2011 01:44 |
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rrutk
Messages: 617 Registered: June 2007
Karma: 0
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Blazea58 wrote on Wed, 12 October 2011 13:20 | Could you upload an overhead shot of the map? I always like to see the whole map before i start assuming things. And is it just me or is that the exact same dock as used in single player? Would it hurt to actually create your own? lol
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Why should I create something own, if I can use original westwood stuff for having it genuine...
[Updated on: Thu, 13 October 2011 02:30] Report message to a moderator
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Re: C&C_TheTwoTowers soon - Naval and Flying [message #457701 is a reply to message #457685] |
Thu, 13 October 2011 05:00 |
Sean
Messages: 822 Registered: February 2009
Karma: 0
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rrutk wrote on Thu, 13 October 2011 01:44 |
Blazea58 wrote on Wed, 12 October 2011 13:20 | Could you upload an overhead shot of the map? I always like to see the whole map before i start assuming things. And is it just me or is that the exact same dock as used in single player? Would it hurt to actually create your own? lol
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Why should I create something own, if I can use original westwood stuff for having it genuine...
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The same reason why people create there own maps, it adds something new to the game.
Head admin at TmX (The Matrix Sniper server)
irc.thematrixserver.com
The Matrix Sniper: 188.138.84.134:4576
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Re: C&C_Dunes_Naval_Flying soon [message #457737 is a reply to message #457617] |
Thu, 13 October 2011 13:27 |
Blazea58
Messages: 408 Registered: May 2003
Karma: 0
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I don't really like the layout of this map, you have a massive amount of area that will never even be used, at the top and bottom. Considering that you don't plan on doing anymore Renx work, i guess it wont change much if at all.
I really like the concept of it, a map with naval units, but the close distance between the bases will cause people to use tanks and infantry more then anything, and it might actually be problematic if people do decide to use naval units, because of the shear distance you need to go to get to the other base.
I think it would be better if you cut off either the top or bottom which would...
1: make it less symmetrical
2: Give naval units a bigger advantage
3: shorten the distance between the bases
All in all nice concept, but the map needs simple improvements on the terrain.
[Updated on: Thu, 13 October 2011 13:29] Report message to a moderator
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Re: C&C_Dunes_Naval_Flying soon [message #457751 is a reply to message #457737] |
Thu, 13 October 2011 15:46 |
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rrutk
Messages: 617 Registered: June 2007
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not sure if the terrain around will never be used:
the walls are really large, protected with a lot of samsites and a lot of covered sniperspots.
the entry is very tide and easy to protect.
so may be there will be firefight in the middle, but you need to sneak around with tanks/stanks and try to attack the base from the behind.
especially the gdi base has guard towers (not advanced ones) and antitank barriers there, so this will also be not as easy as it seems to be.
the naval units are thought only to be support, otherwise it would be a to big impact on standard renegade gameplay.
PS. for the naval logic I used the old RA_Naval scripts now.
Works fine.
The only thing is, that's a little bit tricky to get in and out in/off naval vehicles. and sub's (only subs, not hovercrafts nor gunboats) could get stuck if to close to the beach...
Blazea58 wrote on Thu, 13 October 2011 13:27 |
All in all nice concept, but the map needs simple improvements on the terrain.
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that's true. unfortunatly i'm not as good in RenX then some others.
[Updated on: Thu, 13 October 2011 15:52] Report message to a moderator
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Re: C&C_Dunes_Naval_Flying soon [message #457797 is a reply to message #457617] |
Fri, 14 October 2011 05:13 |
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crazfulla
Messages: 667 Registered: September 2006 Location: Aotearoa
Karma: 0
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Another shit map. Don't you people get sick of posting stuff like this? We do.
"GEoDLeto wrote:" | so what you are saying it is gonna take even longer before this thing is finished
So the topic title should be changed to: a sucky little "teaser" from C&C Reborn has been released
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"halo2pac wrote:" | Unless they are girls, I am not going to bone them.
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Re: C&C_Dunes_Naval_Flying soon [message #457799 is a reply to message #457797] |
Fri, 14 October 2011 05:38 |
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rrutk
Messages: 617 Registered: June 2007
Karma: 0
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Colonel |
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crazfulla wrote on Fri, 14 October 2011 05:13 | Another shit map. Don't you people get sick of posting stuff like this? We do.
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Don't the other people get sick of posting claptrap stuff like every "content" of your postings? I do.
Pleople like you are a pain in the ass. Not able to do anything constructive for Ren themselfes, getting motivation from theire own one-liner-posting count full of shit.
[Updated on: Fri, 14 October 2011 05:50] Report message to a moderator
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Re: C&C_Dunes_Naval_Flying soon [message #457800 is a reply to message #457799] |
Fri, 14 October 2011 06:04 |
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crazfulla
Messages: 667 Registered: September 2006 Location: Aotearoa
Karma: 0
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rrutk wrote on Fri, 14 October 2011 05:38 |
crazfulla wrote on Fri, 14 October 2011 05:13 | Another shit map. Don't you people get sick of posting stuff like this? We do.
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Don't the other people get sick of posting claptrap stuff like every "content" of your postings? I do.
Pleople like you are a pain in the ass. Not able to do anything constructive for Ren themselfes, getting motivation from theire own one-liner-posting count full of shit.
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posting a thread about every idea you have for a map makes you full of shit actually. Also some of us have lives to attend to, and can't spend our every waking hour on these forums like you obviously do. I mean, it only takes you minutes to reply, every time I post, day or night.
"GEoDLeto wrote:" | so what you are saying it is gonna take even longer before this thing is finished
So the topic title should be changed to: a sucky little "teaser" from C&C Reborn has been released
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"halo2pac wrote:" | Unless they are girls, I am not going to bone them.
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[Updated on: Fri, 14 October 2011 06:06] Report message to a moderator
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Re: C&C_Dunes_Naval_Flying soon [message #457803 is a reply to message #457617] |
Fri, 14 October 2011 07:35 |
iRANian
Messages: 4308 Registered: April 2011
Karma: 0
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General (4 Stars) |
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here's my concept:
White = impassible terrain, basically rocks, hills and/or water
Blue = water
Yellow = Minor base defence (you could also do AGT/OB)
Orange = bridge or Islands-style water passthrough
Purple = Bushes, trees, foilage etc
Pink = Neutral, indestructible Repair Pads
Green = Tiberium stuff
Red = Buildings that I suggest removing
Black = Parts in the defensive wall that you should be able to pass through
The map is really big, has too many buildings and the terrain & texture work is really poor. Considering you want to have a barren wasteland kind of feel you should take a look at RA_Pipeline from APB Gamma, the map has some simplistic, but nice looking textures and the hilly terrain is excellent.
If you want to go with minor base defences, you should increase their health by 100-200% and double their strength, considering the stock defenses are laughably weak. The neutral Mutant Lab is rather useless and the gameplay would be enhanced by removing it and adding two neutral Repair Pads that repair around 20HP per second.
You should consider dropping the Power Plant if you're going to add lots of buildings. You should do harvesters driving to their base's closest Tiberium field, to give tanks in the field something to shoot at. You could also replace the Tiberium Refinery with an easy-to-destroy Tiberium Silo somewhere in the front of the base, if you do that you should add an automatic credit tick of 1 credits/per second that isn't controlled by any buildings getting destroyed. So players will have 1 automatic plus 1 Silo credit tick per second.
You need to reconsider removing the gigantic Construction Yard on the map, especially a naval version doesn't need this. For the naval version you need to bring the ship yards for both teams closer to their base. Consider RA_ShallowGrave, even with the Allies naval yard close to their base, the Allies always had issues defending the structure because it's at the edge of the base and had a longer walk distance than the other buildings. Maybe it's a good idea to make the building indestructible?
For the flying version of the map you might want to re-do the health and cost of the helis. I recommend making the Orca and Apache cost 1200 and reducing the damage they do by around 33%. You should also lower their HP to 250 and changing their skin type so it doesn't take so much damage from jets and sniper rifles. Considering you have neutral Repair Pads in the middle, PICs/LCGs/Raveshaws can be combined with tanks and hold of helis decently.
What are you plans for the purchasable units on the map? I got some ideas like doubling the ammo count on most units and making jets do around 150 damage, but I'd love to hear your plans first.
Anyway, if you want to work off my suggestions, you should do it in the following order:
1. Add the water to the areas outlined.
2. Remove the buildings I marked with red from a team's base.
3. Add the impassible areas outlined with white for that team (probably by adding hills).
4. Post some screenshots of the work in progress impassable area, and show of your new building layout for the base you are working on.
5. Add the extra scenery (bushes and stuff) marked with purple at the beginning of the impassable area inside the base.
6. Repeat 2-5 for the other team.
7. Remove the Mutant Lab and add the neutral Repair Pads in the middle.
8. Add the rivers in the middle.
9. Post some screenshots of what you have and ask for feedback.
10. Add the bridges or w.e. that I marked with orange.
11. Start working on hilly terrain for the middle.
12. Post WIP shots, remember that the middle of the field is the most important part of the map, with the base layout being second.
13. Finish the impassable areas in the corners of the field, be sure to add extra bushes.
14. Release a beta so people can judge how well the map plays out. At this stage it mostly means taking a look at the terrain in the middle and the layout of both bases.
15. Release another beta based on feedback you've gathered, add all the preset changes (which includes the extra units) you've planned.
16. Release a playtesting beta.
Long time and well respected Renegade community member, programmer, modder and tester.
Scripts 4.0 private beta tester since May 2011.
My Renegade server plugins releases
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Re: C&C_Dunes_Naval_Flying soon [message #458074 is a reply to message #457617] |
Tue, 18 October 2011 14:01 |
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crazfulla
Messages: 667 Registered: September 2006 Location: Aotearoa
Karma: 0
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Could just call it dunes_sucking
"GEoDLeto wrote:" | so what you are saying it is gonna take even longer before this thing is finished
So the topic title should be changed to: a sucky little "teaser" from C&C Reborn has been released
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"halo2pac wrote:" | Unless they are girls, I am not going to bone them.
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Re: C&C_Dunes_Naval_Flying soon [message #458081 is a reply to message #457799] |
Tue, 18 October 2011 18:10 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
Karma: 0
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General (2 Stars) |
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rrutk wrote on Fri, 14 October 2011 05:38 |
crazfulla wrote on Fri, 14 October 2011 05:13 | Another shit map. Don't you people get sick of posting stuff like this? We do.
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Don't the other people get sick of posting claptrap stuff like every "content" of your postings? I do.
Pleople like you are a pain in the ass. Not able to do anything constructive for Ren themselfes, getting motivation from theire own one-liner-posting count full of shit.
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DON'T POST STUPID SHIT UNLESS YOU'RE PREPARED TO BE CALLED OUT ON IT
BECAUSE YOU WILL ALWAYS BE CALLED OUT ON IT, 100% OF THE TIME
I GUARANTEE IT
Toggle SpoilerScrin wrote on Sat, 24 January 2009 13:22 |
cAmpa wrote on Sat, 24 January 2009 12:45 | Scrin, stop pming people to get the building bars.
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FUCK YOU AND THIS SHIT GAME WITH YOUR SCRIPTS!!! I HAVE ASKING YOU AND ANOTHER NOOBS HERE ABOUT HELP WITH THAT BUILDING ICONS FEATURES FOR YEARS, BUT YOU KEEP IGNORING ME AND KEEP WRITE SHIT, SO BURN YOU AND YOUR ASSLICKERS FRIENDS, THIS TIME I'M NOT COME BACK!!!!!!!!!
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Re: C&C_Dunes_Naval_Flying soon [message #458087 is a reply to message #458081] |
Tue, 18 October 2011 20:12 |
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Jerad2142
Messages: 3811 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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GEORGE ZIMMER wrote on Tue, 18 October 2011 19:10 |
rrutk wrote on Fri, 14 October 2011 05:38 |
crazfulla wrote on Fri, 14 October 2011 05:13 | Another shit map. Don't you people get sick of posting stuff like this? We do.
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Don't the other people get sick of posting claptrap stuff like every "content" of your postings? I do.
Pleople like you are a pain in the ass. Not able to do anything constructive for Ren themselfes, getting motivation from theire own one-liner-posting count full of shit.
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DON'T POST STUPID SHIT UNLESS YOU'RE PREPARED TO BE CALLED OUT ON IT
BECAUSE YOU WILL ALWAYS BE CALLED OUT ON IT, 100% OF THE TIME
I GUARANTEE IT
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Unless you post on a dead forum?
Visit Jerad's deer sweat shop
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