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Showing most liked content on 02/22/2016 in all areas

  1. Here's my C&C Collection: Props to that guy, but I think TerrorTowers might be able to match it with his gaming collection.
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  2. I'd like to see anyone on planet earth put up their collection against the sheer amount of stuff and rarity of some of the stuff that this guy has. The first one third of the pics isn't C&C so you'll have to scroll through all that. Check it out! http://www.sealedgameheaven.com/index.php?/topic/2154-anderwin-collection-of-games-small-update-230912/ Someone build this guy a museum!
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  3. I'm not saying "APB GOT TO DO THIS NAOW!", it's just a thought I put together in 5 minutes. It's pretty much what I do, come up with concepts which need some more time to iron out potential problems. Interior defenses as an upgrade for example could end up being a big departure from regular gameplay, and turn into a gimmick that just ends up reducing gameplay fun factors. But at least having a second pool of resources besides credits, does allow for quite a few new options to be developed upon it... And that's something to keep in mind; None of this exists within the current functionality of W3D gameplay, to my knowledge, and would require substantial work. Enough work to make you wonder if development time isn't better spent elsewhere... Especially considering the limited time W3D staff programmers have. With that said, a generic resource pool logic has a very wide range of usable applications, for a number of W3D projects besides APB. So it'd make a strong case for being "worth the time", providing there is enough interest.
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  4. the mammoth tank I made out of paper, the orcas i bought off ebay. i gotta collect all the other renegade units but theyre kinda rare
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  5. I want those Orcas and Mammoth tank.
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  6. Hostile Waters does use scripted gameplay as well, but unlike Seamist it does so with balanced teams and more traditional base layouts. The reason you don't see too many of these maps is because it takes a while to set up (Hostile Waters using about 40 or so scripts for the end game logic, not counting the bonus objective scripting). Back between Beta and Gamma, the APB dev team was tossing around the idea of making most maps have some objective of sorts, or at least a more clear plot. This never became reality due to various reasons. I personally still think that each map should have something more unique to it, to help make gameplay more varied. This way Zama and Bonsai don't end up playing more or less exactly the same like they currently do, and it allows maps to play differently not exclusively by their layout alone. The problem is you can't just add objectoves or bonus objectives to every map and have it make sense... The maps need to be designed with it in mind, or greatly modified. In truth, possibilities would greatly improve if we had an additional in-game resource besides credits, with different uses, and possibly map-specific. Right now everything is tied to one resource, or existing building functionality. Edit: Expanding on that idea, if we had a new resource pool (let's just call it "Resources" so it becomes more general-purpose), and have this resource be team-shared and not unique per player like credits, then you could have teams work towards building up a pool of "Resources" from map-specific objectives (securing and holding a lumber yard on The Woods Today, holding a warehouse on Metro, etc.), and then a team member could spend these resources on a special terminal to activate a team buff, purchase a special unit, upgrade buildings (gain interior defenses), or build additional structures... You name it. By not tying this or map objectives to the regular credit-based economy, you don't mess up regular gameplay balance, but still achieve interesting results that can spice up map gameplay variation. If enough upgrade options exist, then a sub-game of technology racing is added to the game, to make sure your team has more things unlocked.
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  7. There's a Tiberian Sun energy drink?
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  8. 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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