C&C_Epocilation [message #274606] |
Fri, 20 July 2007 20:10 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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I originally wasn't going to make a thread about this, but of the 6 or 7 testers that have played it each one says they loved it. And since another one of my threads was being topic-jacked, I decided to make its own thread.
The map is called Epocilation. The root word is Epoc which means "Period/Event in time" More on why it is named that at a later date. (I don't want to make promises I can't keep, lets keep it at that)
Here are some screen shots of the map as of the last build: (All shots taken from lvl edit)
Nod base:
GDI Base:
Main feature - Duel Layer Bridge:
Battle under the bridge:
View of city A:
View of city B:
The map may seem symmetrical.. it sorta is.. but when I say symmetrical.. I mean C&C_Under symmetrical. Meaning it isn't exactly the same on each side. In fact each side is unique, but it is divided up equally making it symmetrical.
In those images, it shows the bases have 2 silos. Well I have been having problems getting both to work correctly simultaneously, SO I have decided to remove one silo from each team, leaving only one for each team. In exchange, I am giving each team a repair pad.
Additionally, something that I have, but has not been featured in any of the past builds, are destructible walls that I am going to be placeing around the bases. (For those of you who tested, and noticed the side base defense that is going to be a side entrance)
I am currently fixing some bugs that I have found and have been found for me.
A list of things fixed for those of you who tested it are:
-Found and included all reported missing textures
-Remade smoke emitters to release 3/5 less particles and also made each particle much more opaque. This, I hope, will fix the FPS dip that traveling through the smoke presented. (If not, limit the dip)
-Corrected targeting on remains of light tank.
-Fixed the problem with Recon bikes rolling on their back side and blowing up.
-Fixed missing obelisk interior items (PT, MCT)
-Added destruction announcements to Construction Yard. (Working on making them audible)
And That is all that I fixed now.
So yea, that is what I am working on, and when it comes out, I hope you all enjoy it.
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Re: C&C_Epocilation [message #274650 is a reply to message #274606] |
Sat, 21 July 2007 01:13 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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I spotted something wrong with it, its too good. You need to fix that bug or people will complain. Infact, i'm going to see if i can get you banned from these forums(!)
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: C&C_Epocilation [message #274676 is a reply to message #274606] |
Sat, 21 July 2007 07:58 |
bu11c3nts
Messages: 13 Registered: June 2006 Location: Maine
Karma: 0
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Recruit |
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Even though this map looks awesome, I think it will still have problems with the side attacks, Looks as though with the (main) defenses both in front, then the vechs rushing can get behind say the Ref and Bar, before the defenses can injure them enough.
But, what can I say, New Maps usually suck, this one doesn't.
n00bstories Renegade Servers Moderator
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Re: C&C_Epocilation [message #274685 is a reply to message #274606] |
Sat, 21 July 2007 09:34 |
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IronWarrior
Messages: 2460 Registered: November 2004 Location: England UK
Karma: 0
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General (2 Stars) |
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Yeah, it really does look nice.
If the map is really is large, then like Zunnie says, stanks will own the map and therefore the battle field.
I would recommend adding maybe one or two more AGT's to the GDI's base to off set Nods large advantage.
Otherwise, Nod will always easy win as they launch stank rushs over and over.
Also, when you release the map, will you also release the .lvl file for it aswell?
Game-Maps.NET will be glad to host your maps and files.
[Updated on: Sat, 21 July 2007 09:35] Report message to a moderator
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Re: C&C_Epocilation [message #274689 is a reply to message #274685] |
Sat, 21 July 2007 09:49 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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Trust me, I already thought of that. The bases are well defended.
I first off positioned the AGTs so that they have the best angles possible.
Next I made climbing on the side cliff to the GDI base pretty hard without the AGT spotting you.
Also, as I said in the OP, each base will be surrounded by destructible walls.
There are going to be Guard towers located on the side and back ends of the base.
*EDIT*
OH! LOL, the screen shots didn't show it XD
Guys don't worry, the bases separated from the map because of a cliff that runs along side the base.
Here, this is an OLD image, but it is how the bases are seporated:
[Updated on: Sat, 21 July 2007 09:52] Report message to a moderator
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Re: C&C_Epocilation [message #274694 is a reply to message #274689] |
Sat, 21 July 2007 10:22 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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..ran out of time to edit:
Ok, the next version isn't quite ready yet BUT I want to be ready for when it is. So for those of you who want to do an alpha test for version 1.09, then say so here. I am taking ONLY THE FIRST 3 PEOPLE. (5 in total, 2 people already volunteered)
[Updated on: Sat, 21 July 2007 10:22] Report message to a moderator
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