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Goldrush tweaks and touchups
#1
I'm looking at giving Goldrush an overhaul and it doesn't seem like it will be too hard. Will use this thread to get feedback and stuff. Hopefully I can and will finish this.

TO DO:
- Contact map maker/devs to see if they care
- Add another infantry path possibly
- Add more cover/interesting things to inf path
- Take a look at nods base (mostly tunnels)
- Finish gdi's base
- Take a look at bridges
- Make sure stanks can't womp their way over the rocks on the new vehicle path
- Find out if the map will actually build properly (it likes to say it has missing packages)
- Fix the weird blocker at vehicle cave

DONE:

- Added new vehicle path: http://i.imgur.com/FgrGXaT.jpghttp://i.imgur.com/Yat1xsD.jpg

- Reopened old infantry path: http://i.imgur.com/4UzVM38.jpghttp://i.imgur.com/h9HogaV.jpg

- Added crack in rocks at silo for faster movement between paths: http://i.imgur.com/4KptvRJ.jpg

- Fixed AGT sniping people in the middle/on building and fixed Nod whoring AGT from super far (also fixed nod being able to rocket rush from right outside their base): http://i.imgur.com/EpKab6v.jpg

- Improved and (possibly?) made the tib field to WF inf path easier. Guard tower moved slightly for better shot. It now relies more on the guard tower being dead and less random rockets to the face hopefully: http://i.imgur.com/jnzV2l8.jpghttp://i.imgur.com/ueCOGxZ.jpghttp://i.imgur.com/UX5t8eq.jpg

- Made NOD tib field path easier and stopped obelisk from sniping in that area so easily. Obelisk still triggers 2-3 times, but much easier to not get shot. Might not be enough compared to how gdi path is.

- Increased size of vehicle cave slightly

QUESTIONS:

How easy should Nod tib field path be? It triggers the ob 2-3 times right now but it's easy to not get shot. The problem is that it's still hard for multiple people to use the path at the same time due to how ob works.

Add another infantry path entrance/exit to the bases? Would most likely come out behind the refs roughly.

BLAH BLAH:

Feedback welcome. Suggestions on what to change welcome. Hate should be directed at b0ng. Post any bugs you want fixed and I will try while I'm at it.
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#2
You forgot to remove the silo?
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#3
If you want me to host a mirror, let me know.
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#4
It sounds pretty good from what I'm seeing, but it's definitely something I'd need to see in action in order to really give a full review on it.
The Brotherhood is at an evolutionary dead end. I am the only salvation for the continued supremacy of Nod. It is my world now. Listen to the sounds of your own extinction... Human...
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#5
I think the silo is a mess, maybe put it in the new veh path ?
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#6
Can move or delete silo. Easy enough. I don't really care either way. The main "whore" building for nod is the gdi ref though. Games might go like...arty rush...dead gdi ref...gg. Guess that is to be expected though.

For nod tunnel system in base...I can block it off, make it easier to get into for gdi, or declutter it (remove boxes and stuff so it's easier to find beacons). Not sure which or which combo would be best.

Jeff mentioned re positioning agt and ob. I fixed agt being whored, not sure if anything else is a problem. Ob I can move or try to reduce the spots you can hit it easily in the field. Assuming these are the problems he meant.

Infantry path...I considered an entire new entrance/exit that would be at the back of the refs. Worried this might be too much to defend since the bases are big. Considering just opening an area beside both bridges that let you enter/exit the rivers easily. That way there's more than just a single choke, but not another entire new entrance.

Thoughts?
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#7
I think that snipers would LOVE that tunnel behind ref they have all the base exposed for them,also I think this tunnel would benefit GDI more than nod.

"declutter it (remove boxes and stuff so it's easier to find beacons)" would be perfect Wink
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#8
Hmm I like most changes, but I also think the tunnel with loads of stuff was a good 'tactic' giving GDI an extra opportunity to sneak in a beacon which is otherwise really hard when oby is online.
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#9
- Baleted silo. Replaced with...rocks...and trees...kept the crack. Can add it in somewhere else later if needed.

- Fixed obelisk shooting inside of the nod bunker

- Decluttered and reorganized nod tunnels some

- Moved barriers at nod bunker so that running to the tunnels is actually possible

- Added crates on top of nod bunker so that the obelisk doesn't cover the entire area behind it

- Added rocks/trees/tank blockers and vehicle blockers beside gdi barracks and nod hon to stop vehicles camping the bridges

Tried building it and....it's gonna take forever. My cpu was at 100% for like 15 mins straight and getting hot. Will either leave it on over night or see if something else can be done.

Already ran into some weird issue not surprisingly. When I use "play from here" the map doesn't have any sound. Just makes a popping noise in my headphones when it starts. Windows says that it is making noise, but I don't hear anything. Other applications make sound fine. No idea...hopefully it doesn't mess anything up.
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#10
(12-06-2015, 03:53 AM)Bananas Wrote: I'm looking at giving Goldrush an overhaul and it doesn't seem like it will be too hard. Will use this thread to get feedback and stuff. Hopefully I can and will finish this.

TO DO:
1. - Contact map maker/devs to see if they care
2. - Add another infantry path possibly
3. - Add more cover/interesting things to inf path
4. - Take a look at nods base (mostly tunnels)
5. - Finish gdi's base
6. - Take a look at bridges
7. - Make sure stanks can't womp their way over the rocks on the new vehicle path
8. - Find out if the map will actually build properly (it likes to say it has missing packages)
9. - Fix the weird blocker at vehicle cave

1. Easy peasy, renegade-X forums, send a PM to Nielsen, he is still around
2. I think you already did in the middle or are you referring towards the base entrances?
3. Easy peasy, pick some neat meshes (I'd suggest the concrete barriers and/or sand bags)
4. You could clean up the lower parts a bit.. it's full of crates, could be 50% less in my opinion
5. What do you want to finish? I think it's fine already as it is now?
6. I think bridges are fine right now, why change them?
7. Easy peasy, just put blocking volumes near the rocks (have a bit of offset so the rock still sticks out but then you'd hit a collision box) so the angle becomes 90 degrees more or less
8. Yeah that's quite a pain to fix.. Some stuff isn't referenced the proper way and you have to create new shaders in order to fix stuff.. It's kenz his fault, he's to lazy. That really annoyes me. Pro-tip: If it looks OK, just leave it be and don't fix the missing links.. you will only get more shaders eventually (and more build time). If you really REALLY want to fix all of them I'll help you with it.
Materializing is complicated, trust me.
9. What weird blocker? Screenshot? 

(12-06-2015, 03:53 AM)Bananas Wrote: 10. Tried building it and....it's gonna take forever. My cpu was at 100% for like 15 mins straight and getting hot. Will either leave it on over night or see if something else can be done

11. 
Already ran into some weird issue not surprisingly. When I use "play from here" the map doesn't have any sound. Just makes a popping noise in my headphones when it starts. Windows says that it is making noise, but I don't hear anything. Other applications make sound fine. No idea...hopefully it doesn't mess anything up.
10. When I build my map at production lighting it builds for 6 hours straight at 100% CPU (7/8 cores) Try rebuilding Mesa_II with 64 light bounces.. that takes several days on a single computer lol

11. I have that all the time. No worries! Just restart the UDK.

General pro-tip: Don't mess around with the official packages. If you make new materials / meshes, create your own package, so your stuff becomes an addon rather than a replacement. People downloading the game will then not overwrite your files with the 'official' downloaded files.
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