Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » C&C Desolute
C&C Desolute [message #26633] Sun, 22 June 2003 13:43 Go to previous messageGo to next message
Khadman is currently offline  Khadman
Messages: 37
Registered: April 2003
Karma: 0
Recruit
Just another question... what about spawning points. Do i have to add them to all the buildings?
C&C Desolute [message #26638] Sun, 22 June 2003 14:04 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
Messages: 1246
Registered: February 2003
Location: Powell River, B.C. Canada
Karma: 0
General (1 Star)
I think the general idea with spawn points is at least 3 per perchase terminal, or that is what I do...

-->
C&C Desolute [message #26643] Sun, 22 June 2003 14:11 Go to previous messageGo to next message
Khadman is currently offline  Khadman
Messages: 37
Registered: April 2003
Karma: 0
Recruit
I think 2 per terminal is better because it gives a person more of a chance to respawn in another building quicker. Theres no point in respawning in another building but what the hell. Wink
C&C Desolute [message #26645] Sun, 22 June 2003 14:14 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
Messages: 1246
Registered: February 2003
Location: Powell River, B.C. Canada
Karma: 0
General (1 Star)
It depends how many people you expect playing your map at once, wouldn't want someone spawning in the same spot. Or there is something in a spawn location, the number of spawners will be limited. If you look on WS maps there are lots and lots of them.

-->
C&C Desolute [message #26648] Sun, 22 June 2003 14:30 Go to previous messageGo to next message
Captkurt
Messages: 488
Registered: February 2003
Karma: 0
Commander
Khadman

Just another question... what about spawning points. Do i have to add them to all the buildings?


2 to 4 is fine. and yes, I would add them to each building, each PT should have them, I use 4 per and 3 per, just depends.

[Updated on: Sun, 22 June 2003 15:58]

Report message to a moderator

C&C Desolute [message #26669] Sun, 22 June 2003 15:55 Go to previous messageGo to next message
Khadman is currently offline  Khadman
Messages: 37
Registered: April 2003
Karma: 0
Recruit
I didnt think of the fact that 30 people may be on 1 team, but what are the chances of all 30 dying at once. There are way more than 30 on my map and i doubt that 60 people will play it.

Btw, i just finished a beta for it. The only things that arent complete in it is the pathway under the bridge, the tunnels connecting to it, and the tiberium and other ground textures. If you willing to try it out ill send it to ya somehow... (need a hosting site)
C&C Desolute [message #26671] Sun, 22 June 2003 16:02 Go to previous messageGo to next message
Captkurt
Messages: 488
Registered: February 2003
Karma: 0
Commander
Khadman

I didnt think of the fact that 30 people may be on 1 team, but what are the chances of all 30 dying at once. There are way more than 30 on my map and i doubt that 60 people will play it.

Btw, i just finished a beta for it. The only things that arent complete in it is the pathway under the bridge, the tunnels connecting to it, and the tiberium and other ground textures. If you willing to try it out ill send it to ya somehow... (need a hosting site)


This is how I view it. if you have 1 per. and the game engine try's to spawn you to PT 1, but PT 1 is being used to spawn someone else, then it will hold or wait micro seconds or mill seconnds untill said PT is availble. so if this is correct, then too little spawners will cause some lag, where too many (within reason) will only help the lagg to be less.
C&C Desolute [message #26674] Sun, 22 June 2003 16:14 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
Messages: 1246
Registered: February 2003
Location: Powell River, B.C. Canada
Karma: 0
General (1 Star)
Also, when the game loads, everyone spawns at once... Razz
I would like to have a look at your map. Very Happy


-->
C&C Desolute [message #26687] Sun, 22 June 2003 16:55 Go to previous messageGo to next message
Captkurt
Messages: 488
Registered: February 2003
Karma: 0
Commander
Cpo64

Also, when the game loads, everyone spawns at once... Razz
I would like to have a look at your map. Very Happy


Your welcome to download any of my maps, you can get them at the links below. just select the one you want or get them all. there in order of last made to first made map.
C&C Desolute [message #26694] Sun, 22 June 2003 17:37 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
Messages: 1246
Registered: February 2003
Location: Powell River, B.C. Canada
Karma: 0
General (1 Star)
Captkurt

Cpo64

Also, when the game loads, everyone spawns at once... Razz
I would like to have a look at your map. Very Happy


Your welcome to download any of my maps, you can get them at the links below. just select the one you want or get them all. there in order of last made to first made map.

No, I was talking about his bata Razz lol


-->
C&C Desolute [message #26696] Sun, 22 June 2003 17:40 Go to previous messageGo to next message
Captkurt
Messages: 488
Registered: February 2003
Karma: 0
Commander
Cpo64

Captkurt

Cpo64

Also, when the game loads, everyone spawns at once... Razz
I would like to have a look at your map. Very Happy


Your welcome to download any of my maps, you can get them at the links below. just select the one you want or get them all. there in order of last made to first made map.

No, I was talking about his bata Razz lol


ok.
C&C Desolute [message #26699] Sun, 22 June 2003 18:44 Go to previous messageGo to next message
Khadman is currently offline  Khadman
Messages: 37
Registered: April 2003
Karma: 0
Recruit
Heres an ingame pic of the nod base from the GDI side. It makes the base look like a fortress Very Happy

http://www.n00bstories.com/image.view.php?id=1196667348

As you probably expected, i need some assistence with the Purchase Terminals, the harvester, the WF and AS droppoints, the base defences firing when supposed to, and some "texture not found problems." I dont know how to put on the Pts but i think they are somewhere in LvlEdit. The tiberium texture is coming out as a black patch even though i correctly added the texture to the map. Also, projectiles dont hit the PP for some strange reason. Other than that and a little bit of terrain errors and mistakes, it looks nice.
C&C Desolute [message #26701] Sun, 22 June 2003 20:09 Go to previous messageGo to next message
bigwig992 is currently offline  bigwig992
Messages: 555
Registered: February 2003
Location: Nashua, NH
Karma: 0
Colonel
I think you should widen the bridge by half of the original size, and defenetly alpha blend alot of that island, the map looks dull with one texture covering the whole island. I also think you should add tunnels, or another bridge to the map. Other then that, good job.

-The ONLY Renegade fan to pee off a school.
http://www.n00bstories.com/image.fetch.php?id=1055662786
http://www.n00bstories.com/stats/renegade_stats.php?player=bigwig992&team=gdi
C&C Desolute [message #26705] Sun, 22 June 2003 20:52 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
Messages: 1246
Registered: February 2003
Location: Powell River, B.C. Canada
Karma: 0
General (1 Star)
Khadman

Heres an ingame pic of the nod base from the GDI side. It makes the base look like a fortress Very Happy

http://www.n00bstories.com/image.view.php?id=1196667348

As you probably expected, i need some assistence with the Purchase Terminals, the harvester, the WF and AS droppoints, the base defences firing when supposed to, and some "texture not found problems." I dont know how to put on the Pts but i think they are somewhere in LvlEdit. The tiberium texture is coming out as a black patch even though i correctly added the texture to the map. Also, projectiles dont hit the PP for some strange reason. Other than that and a little bit of terrain errors and mistakes, it looks nice.

Most the answers to to your questions can be found in renhelp, go to ModX for that.
To get base defences to work you need to have scripts in you mod folder (instructions in renhelp)
The black patch instead of tiberum is because you for got too click the VAlpha, (instructions in renhelp)
The texture problem can be fixed by copying the texture into your mod folder/editor cash folder.


-->
C&C Desolute [message #26712] Sun, 22 June 2003 22:28 Go to previous messageGo to next message
Falconxl is currently offline  Falconxl
Messages: 172
Registered: February 2003
Karma: 0
Recruit
You may want to adjust the map to prevent base to base attacks. The ob and ref made inviting targets for point whores

http://www.n00bstories.com/image.fetch.php?id=1008327832
Moderator for the pits Renegade Server

Original Ren forum info:
Falconxl
Commander
Member # 4776
Posts: 615 | Registered: Dec 2001 |
Phase 3 Beta Testor
C&C Desolute [message #26731] Mon, 23 June 2003 02:06 Go to previous messageGo to next message
pulverizer is currently offline  pulverizer
Messages: 439
Registered: March 2003
Location: the Netherlands
Karma: 0
Commander
Quote:

Btw, i just finished a beta for it. The only things that arent complete in it is the pathway under the bridge, the tunnels connecting to it, and the tiberium and other ground textures. If you willing to try it out ill send it to ya somehow... (need a hosting site)


You may upload it on my site if you want, my msn is:

slayer143@hotmail.com


C&C Desolute [message #26737] Mon, 23 June 2003 05:07 Go to previous messageGo to next message
Khadman is currently offline  Khadman
Messages: 37
Registered: April 2003
Karma: 0
Recruit
The bases are too far apart for b2b. The artillery and MRLS wont reach unless they go farther up the bridge where they are subjeect to turrt fire from the stationary emplacements.

Thanks slayer Smile As soon as I fix these problems, ill post it on your site.
C&C Desolute [message #26748] Mon, 23 June 2003 07:00 Go to previous messageGo to next message
Khadman is currently offline  Khadman
Messages: 37
Registered: April 2003
Karma: 0
Recruit
Where is this modx?
C&C Desolute [message #26751] Mon, 23 June 2003 07:22 Go to previous messageGo to next message
Captkurt
Messages: 488
Registered: February 2003
Karma: 0
Commander
Khadman

Where is this modx?


http://modx.the-pitts.net/
C&C Desolute [message #26858] Mon, 23 June 2003 15:47 Go to previous messageGo to next message
vloktboky is currently offline  vloktboky
Messages: 290
Registered: February 2003
Location: Kentucky, USA
Karma: 0
Recruit

Just a suggestion, but you might want to consider adding a few land ramps on the sides of the islands, and making it possible to cross through the water to get to the other island. If done right, you can create a back entrance to the bases, adding to the gameplay.

All in all, it looks like a fairly decent map.
C&C Desolute [message #26871] Mon, 23 June 2003 17:51 Go to previous messageGo to next message
xpontius is currently offline  xpontius
Messages: 259
Registered: April 2003
Location: Reno
Karma: 0
Recruit
Whoa i just took a look at this topic and saw wat appears to be alot like the map I've been working for 3 months almost in some cases. The islands, the bridge, the other stuff. What a coincindence Very Happy C&C Pacific is kinda arranged the same way on my map except your islands are a bit different and buildings are too.
uhh heres a link to my early screenies

Pacific SS
The SS are kinda old and my map altered a bit but its the same idea.

Other than that it looks pretty good, I'd like to see wat its like myself. Smile
I mean the similarities lol

Quote:

Khadman Posted: Mon Jun 23, 2003 3:07 pm Post subject:

--------------------------------------------------------------------------------

The bases are too far apart for b2b. The artillery and MRLS wont reach unless they go farther up the bridge where they are subjeect to turrt fire from the stationary emplacements.


same here, i dont know about your emplacements too well but i have 2 stationary spawning gun emps.

Quote:

Cpo64 Posted: Sun Jun 22, 2003 10:30 pm Post subject:

--------------------------------------------------------------------------------

Cool, I will miss the suspension cables, but, it is probly better this way.

My bridge aint the same but has walkways above as well as suspension.....wow

Anyways....good luck on the map looks good


-Crategod
C&C Desolute [message #26882] Mon, 23 June 2003 18:17 Go to previous message
Khadman is currently offline  Khadman
Messages: 37
Registered: April 2003
Karma: 0
Recruit
Thats a nice map Smile I was thinking of putting back ramps on the islands but decided to make a substructure walkway under the bridge that brokeinto 4 paths that would eventually have tunnels that come out in key spots on the islands. I think it will have the same effect on adding to the gameplay and concentrate the gameplay better.
Previous Topic: Alpha Blending tutorial
Next Topic: Kane PT Icon
Goto Forum:
  


Current Time: Tue Dec 24 19:17:10 MST 2024

Total time taken to generate the page: 0.01236 seconds