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  1. Here's an alpine map for renegade set between a lot of mountainous terrain. There is 3 Tiberium fields total, and players will be able to purchase Harvesters and drive over to the middle field which will be blue tiberium, I was just awaiting the texture for the blue tiberium, and possibly if anyone has the blue and green tiberium spike models, but in ...... Renx format or .(dot)3ds so it can be imported with Renx. I'd rather place all my objects in Renx then to have LE versions because scaling is required for less repetitiveness. I wont be adding Uv channels to the rock faces because most of the maps detail is viewed up close and it would look silly having large tiled rock areas when you're right up against most of them. This is also to keep drawcalls down. The map uses around 10 textures, and all objects that have the same texture are a shared material. The polygon count is at 319,078, but i had no problems with The_Canyon map which was at around 300k also and had no VIs. [
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  2. We'll have to balance Attack Dogs to make sure they aren't too frustrating. They should be able to take a few bullets, but they shouldn't be able to kill an infantry in one bite. The man advantage for the attack dog is it's speed, so we've got to make sure that it's health and damage are matched to that. Now, Cyborg Dogs on the other hand... well, they're a whole different kettle of fish. Fast, armoured like a tank, able to mow down infantry with impunity... Chitzkoi 2.0!
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