|
|
|
|
|
|
|
|
|
Re: C&C_Assault BETA 1.0 released. [message #186320 is a reply to message #186099] |
Thu, 19 January 2006 06:44 |
|
Teleported me fine, maybe your game is missing some scripts or something?
HORQWER wrote on Tue, 18 September 2007 20:47 | this is not a real renegade forums ,some one made it up
|
Renegade Forums - Official Drama Perpetuator.
|
|
|
|
|
|
Re: C&C_Assault BETA 1.0 released. [message #186367 is a reply to message #186099] |
Thu, 19 January 2006 16:39 |
Napalmic
Messages: 57 Registered: May 2005 Location: United States
Karma: 0
|
Recruit |
|
|
If you really want some good custom textures, you should ask Blazea for his. Or if you have AIM, give me your screenname and I'll send them to you. It's about 150mb rarred. Pretty good custom and photorealistic textures, about 700-800 of them.
|
|
|
|
|
Re: C&C_Assault BETA 1.0 released. [message #186498 is a reply to message #186099] |
Sat, 21 January 2006 08:58 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
|
Colonel |
|
|
Sorry, probably not this weekend, I'm too busy playing the guildwars chapter 2 preview which can only be played this weekend. (www.guildwars.com) (everyone can join btw)
My goal will be to have atleast 2 new stages, and other changes in the next beta.
Quote: | and the bump maps need to be hidden when you compute and solve.
|
Compute and solve? I never used that, what does it do?
Beter known as "raapnaap".
www.apathbeyond.com
|
|
|
Re: C&C_Assault BETA 1.0 released. [message #186539 is a reply to message #186099] |
Sat, 21 January 2006 14:45 |
|
It makes the lighting more realistic.
Eg. If you make a light on the ground it does nothing, compute vertex solve and the flor around the light, well, lights up.
HORQWER wrote on Tue, 18 September 2007 20:47 | this is not a real renegade forums ,some one made it up
|
Renegade Forums - Official Drama Perpetuator.
|
|
|
Re: C&C_Assault BETA 1.0 released. [message #186541 is a reply to message #186099] |
Sat, 21 January 2006 14:53 |
|
Dr. Lithius
Messages: 609 Registered: March 2005
Karma: 0
|
Colonel |
|
|
Here's my analysis of your map:
- Restarting from the GDI base sucks. But I don't guess there's much you can do about that.
- That distance from the GDI base to the Nod juncture is awfully long for infantry... Maybe toss in a respawning Humm-Vee or two, seeing as this map was meant for multiple peoples.(But don't make the Medium Tank respawn.)
- More weapons! As it is, this map is a serious "free-for-all" in the style of Zombie Panic! for the Medium Tank and weapon crates strewn about the map.
- Refresh points would be nice. Places that have a bunch of Health and Armor power-ups. But then again, this map still reeks of "free-for-all".
- Adjust the heights on some of the platforms in the first stage(such as the bridge), the tunnels area, and some other places. In most maps, Infantry and Vehicles have no problem climbing up these. In your map, they do.
- Needs more Impse.
- Add the Purchase Terminal in the GDI Infantry Barracks. Just disable the Barracks itself if you can.(IE, make the existing Barracks a custom building or something like that.) This way, people can only get a Soldier, Shotgun Trooper, Grenadier, and Engineer. Playing as just a Soldier is boring.
- I know Dr. Petrova turns evil in the campaign(spoiler OMG), but why not just use one of the Scientist units instead?
- Needs more bosses. Like Tiberium Raveshaw. Kekekee.
- I almost forgot. If you jump through the black from Level 2 to Level 3, you end up having a "fell to their death" death. If you just walk, though, you're fine.
- Oh, and I did forget... You need to fix those missing texture issues. The tunnel walls, floor, waterfalls, and other things are all missing(IE have the "Westwood Studios" logo where the texture should be.) And I know it's not just me. ;P
- Finally, make the water in the tunnels splash when you walk through it instead of just act like a rock. And maybe add some depth to it. Not much...just enough to where your feet get wet.
That's just my twelve cents. I dig the map overall, but it definately needs a little work before it's totally awesome.
[Updated on: Sat, 21 January 2006 14:55] Report message to a moderator
|
|
|
Re: C&C_Assault BETA 1.0 released. [message #186561 is a reply to message #186099] |
Sat, 21 January 2006 16:52 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
|
Colonel |
|
|
I don't know what's up with this missing textures issue. On some pc's it works fine, on others it doesn't. I believe this would go beyond my power to fix.
The water is animated and your character can walk trough it, not on top of it. I will be able to fix the missing splashes however.
Quote: | I know Dr. Petrova turns evil in the campaign(spoiler OMG), but why not just use one of the Scientist units instead?
|
I don't believe I understand your question... I already used her un-mutated model as the first "boss". Does it show a different model on your pc?
More weapons? I was already planning to add those in later stages. It's simple, how harder the stage the bigger the rewards. Expect to see some... Special weapons.
Beter known as "raapnaap".
www.apathbeyond.com
[Updated on: Sat, 21 January 2006 16:54] Report message to a moderator
|
|
|
Re: C&C_Assault BETA 1.0 released. [message #186577 is a reply to message #186099] |
Sat, 21 January 2006 18:40 |
|
Dr. Lithius
Messages: 609 Registered: March 2005
Karma: 0
|
Colonel |
|
|
Well, the thing with Petrova was a pure and simple knit-pick. I was just saying, "With a name like OMG HAXX0R, it would make more sense if that boss character we a Scientist instead of Dr. Petrova, a geneticist." ^_^;; No, it shows up as Petrova on mine, heh.
|
|
|
|
|
Re: C&C_Assault BETA 1.0 released. [message #186629 is a reply to message #186099] |
Sun, 22 January 2006 12:42 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
|
Colonel |
|
|
I don't have CP1. I do have some of the stuff you get with it such as the scripts.
All the textures I used should be inside your always.dat, those that aren't are the ones I included in the .mix.
I still think this is very strange, but I will include all used textures in the .mix next time.
Beter known as "raapnaap".
www.apathbeyond.com
|
|
|
|