Re: C&C_Last_Stand [message #187192 is a reply to message #187168] |
Thu, 26 January 2006 05:09 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
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Aircraftkiller wrote on Thu, 26 January 2006 04:54 | My only complaint so far is this:
"Conyard also has a built-in Repair pad (12 health per second)(this remains operable until conyard is destroyed)"
That is one of the stupidest ideas you've ever put into the game. They were separate structures, keep them that way!
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I'm going to agree with Aircraftkiller here, they should both be single structures, not both in one structure.
Beter known as "raapnaap".
www.apathbeyond.com
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Re: C&C_Last_Stand [message #187199 is a reply to message #186977] |
Thu, 26 January 2006 06:45 |
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How did you make those shadows?
HORQWER wrote on Tue, 18 September 2007 20:47 | this is not a real renegade forums ,some one made it up
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Renegade Forums - Official Drama Perpetuator.
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Re: C&C_Last_Stand [message #187225 is a reply to message #186977] |
Thu, 26 January 2006 10:25 |
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Kamuix
Messages: 1247 Registered: May 2005 Location: Ontario, Canada
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General (1 Star) |
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Quote: | Are you a defence freak? I think that would be a very bad idea. By the looks of what I see now, is that the base is perfectly fine to defend with one defence structure.
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Yes i am a defence freak. But i guess you maybe right about this level.
[Updated on: Thu, 26 January 2006 10:26] Report message to a moderator
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Re: C&C_Last_Stand [message #187269 is a reply to message #186977] |
Thu, 26 January 2006 17:36 |
icedog90
Messages: 3483 Registered: April 2003
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General (3 Stars) |
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Usually applying mesh smooth to the entire terrain will result in pretty good shadows, since it will add an even amount of triangles everywhere.
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Re: C&C_Last_Stand [message #187277 is a reply to message #187192] |
Thu, 26 January 2006 19:10 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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Naamloos wrote on Thu, 26 January 2006 07:09 |
Aircraftkiller wrote on Thu, 26 January 2006 04:54 | My only complaint so far is this:
"Conyard also has a built-in Repair pad (12 health per second)(this remains operable until conyard is destroyed)"
That is one of the stupidest ideas you've ever put into the game. They were separate structures, keep them that way!
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I'm going to agree with Aircraftkiller here, they should both be single structures, not both in one structure.
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Yea.. I thought it would add more value to the structure. Before, if the power goes out it rendered the Conyard completely useless. This way atleast it still functions as a Repair facility.
So I dont see it being to big of deal....next time I'll make them seperate though.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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Re: C&C_Last_Stand [message #187342 is a reply to message #187339] |
Fri, 27 January 2006 09:43 |
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Titan1x77
Messages: 1086 Registered: February 2003
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General (1 Star) |
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dude#1,No building controller was needed for this repair pad, but if you wanted one.....A standard controller setup with your mesh prefix would work with the JFW_repair_zone script attached to a script zone all.You then have to send a custom upon death of the building controller to disable the script(jfw_death_send_custom)
Forgive me if those arent the exact script names.
Kaiserpanda, the repair pad is part of the conyard...i could of seperated it, but like i said I wanted the conyard to hold more value.
About the reduced rate....not sure, but prehaps Jonwil could look into sending a custom to the current repair buildings script to knock the rate in half once the power goes out, I'd be happy to use it in any future maps or for the Reborn conyard.
I think i could do it now with a combonation of scripts...once the PP is down, remove the conyard scripts via a custom and attach a new script to it that has a lower rate.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
[Updated on: Fri, 27 January 2006 09:47] Report message to a moderator
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Re: C&C_Last_Stand [message #188865 is a reply to message #186977] |
Tue, 07 February 2006 22:25 |
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Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
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Now that ive actually played this map i have a few suggestions:
Add flying vehicles.
Move the Recon Bike and TOW Hummer to the regular vehicle menu.
Increase the price of the MRLS and Artillery, they're both very powerful on this map because they can attack the bases without being hit by any defenses.
I also noticed a few glitches:
The Nod PP always has a red interior, like its dead, even when its alive.
The fake PPs always have a green interior, like they're still alive.
Black-Cell.net
Network Administrator (2003 - )
DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )
Dragonade, Renegade's first server side modification
Lead coder (2005 - )
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Re: C&C_Last_Stand [message #188868 is a reply to message #186977] |
Tue, 07 February 2006 23:02 |
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Dr. Lithius
Messages: 609 Registered: March 2005
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Alright. As stated in the Core Patch 2 topic, this is officially my new favorite map in all of Renegade. Here's a summary of my take on it.
Pros
The dead refineries draw fire initially, but that could be the point. The map...is effing huge, too. The klaxon in the dead Power Plants is a nice touch as well.
Cons
The long, long distances between the bases makes for a rather lengthy trip using slow vehicles(Mobile Artillery, Mammoth Tank, etc.) GDI also seems to have something of an advantage compared to Nod, as most of the turrets sort of "turn a blind eye" to GDI units that are right out in the open, depending on where they lay. The wall-mounted turrets are also all but useless.
That's just my two bits. Don't wanna sound ungrateful and stuff... ^_^;
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Re: C&C_Last_Stand [message #188869 is a reply to message #188865] |
Tue, 07 February 2006 23:11 |
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Spice
Messages: 1448 Registered: November 2003 Location: Ohio
Karma: 0
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General (1 Star) |
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Whitedragon wrote on Wed, 08 February 2006 00:25 | Now that ive actually played this map i have a few suggestions:
Add flying vehicles.
Move the Recon Bike and TOW Hummer to the regular vehicle menu.
Increase the price of the MRLS and Artillery, they're both very powerful on this map because they can attack the bases without being hit by any defenses.
I also noticed a few glitches:
The Nod PP always has a red interior, like its dead, even when its alive.
The fake PPs always have a green interior, like they're still alive.
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I know how to fix the dead power plants being normally colored. You need to ungroup the dead power plants and rename their damage aggeregate proxy to something like "mgpwr_dead~". A preset name not already used in Level edit. Regroup and export.
Go into LE and temp the damage aggregate proxy and name it mgpwr_dead, go to settings and scroll down to the frame sequencing. Change them all to 4 or 9. That should fix your problem.
[Updated on: Tue, 07 February 2006 23:17] Report message to a moderator
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Re: C&C_Last_Stand [message #188903 is a reply to message #188865] |
Wed, 08 February 2006 04:18 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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Whitedragon wrote on Wed, 08 February 2006 00:25 | Now that ive actually played this map i have a few suggestions:
Add flying vehicles.
Move the Recon Bike and TOW Hummer to the regular vehicle menu.
Increase the price of the MRLS and Artillery, they're both very powerful on this map because they can attack the bases without being hit by any defenses.
I also noticed a few glitches:
The Nod PP always has a red interior, like its dead, even when its alive.
The fake PPs always have a green interior, like they're still alive.
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I might do a flying version leter on down the road....recon and humvee are stuffed away in the extras since this map was a CP match and wanted just the standard vehicles avaliable for default servers.
prices of those units have been increased already,but im assuming you want them even higher....there is spot(vehicle ramps) for vehicles to camp in there own base to defend arty/mrls attacks....not only that, Im sure havocs and sakuras will be taking the large hill and keeping those light armored vehicles at bay
I'll be on servers monitering the gameplay.....and I'll adjust for any future versions of this map as i see fit.
I mentiond in the readme about the PP bugs i couldnt fix at the time....I noticed Exdeath posted a fix...wish i would of known this before hand....I'll include this on my fix list for future versions.
lithius....I still feel nod has an advatage with the OB still being a bit stronger then the AGT.....the long distances help nod with stank rushes reaching gdi's base aswell.....youll quickly learn that some routes are pretty fast to reach each other teams base.
Im glad a few people have posted about gdi having an advatage...I truely think and still do think nod may have an advatage.
I wish the pits server was still up....msgtpain had a great Stats page per map, does any other server do this?
well, this map will also be made for Reborn ...and some of these fixes will be included in that version.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
[Updated on: Wed, 08 February 2006 04:25] Report message to a moderator
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Re: C&C_Last_Stand [message #189624 is a reply to message #186977] |
Sun, 12 February 2006 12:09 |
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Titan1x77
Messages: 1086 Registered: February 2003
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General (1 Star) |
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Im doing 1 map at a time Ren...check my thread at the reborn internal forum....youll see what im working on.
Nice videos...looked like it was a blast, I see that nod won with a recon rush to get things started.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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