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Another patch has been released! Get more information and the changelist in the full update on the forums, and stay tuned for more news soon! Red Alert: A Path Beyond Update Hey everyone! Another patch has just been pushed to the launcher and server based on your feedback! And stay tuned, because more updates are coming soon! Changelist DAMAGE Gunboat cannon damage to submerged subs down by 33% (0.375 -> 0.25); this is to compensate for depth charges being manually aimable now Gunboat cannon damage to buildings up by 12.5% (0.12 -> 0.135) Gunboat cannon damage to concrete (bridges/walls) up by 50% (0.12 -> 0.18) Grenadier damage to buildings up by 5.5% (0.32 -> 0.3375) Longbow damage to submerged subs down by 33.33% (0.15 -> 0.1) MAD Tank shockwave damage to bridge segments up by 100% (8.5% -> 17%) INFANTRY Fixed missing killstrings for limited-ammo versions of M16/AK-47. You will now get hurt if you rub up against the coiled razor wire fences. Repair Tool now takes 5 seconds to disarm C4 (was 4). Golden Wrench now takes 2 seconds to disarm C4 (was 1.06). VEHICLES Gunboat's depth charges have returned to being manual weapons; they can now be aimed in a 270-degree angle from the stern of the ship. You must press Q to alternate between the deck gun and depth charges. Unfortunately, due to the way the turret switch script works, the pilot of the Gunboat is no longer visible. Depth charges are no longer homing. All naval units can now be entered from beneath, in case you fall into the water at the sub pen dock, or eject from a boat in shallow water (such as Pacific Threat's strait). Missile Sub's muzzle bones have been raised a little above the actual launchers, making it less likely to home in on the ground when aiming at inland structures. Missile Sub now fires 6 missiles in a salvo; reload time has been increased to match, so damage over time is unchanged, but it has to stay surfaced longer to let the whole salvo loose. Destroyer/Missile sub projectile velocity up from 75 to 100m/s. MRJ health up from 200 to 300. Mobile Gap Generator forward speed up from 11 to 12m/s. LSTs now refill the occupants' ammo, C4 and armour like a Supply Truck does. BUILDINGS Non-tunnel Construction Yard now contains the ramp from the tunnel version, which connects the MCT room and the side area on the ground floor. Concrete Wall health up from 125 to 150. Destructible hedgehogs now have an invisible collision box in the middle, so they should be easier to hit or attach C4 to. Added short grates extending out of the dock platforms of the Sub Pen, so it should be impossible to drown when boarding a freshly-bought LST. AA Gun and SAM Site no longer have physical collision on their rotary parts, as that caused infantry to get stuck on them. Pillbox's reload time reduced from 2.5 to 1.25 seconds. Pillbox projectile velocity up from 375m/s to 750m/s. Pillbox and Turret no longer have projectile extensions; they will have a bit of a harder time hitting infantry but will have less trouble shooting around cover. Pillbox bullets now originate from inside the bunker rather than outside, so they don't have a "blind spot" right next to the bunker. AESTHETICS Mammoth Tank now has an updated model/texture with camouflage variants! Gamma's stealth shader has returned. Fixed a bunch of textures with missing mipmaps. When the jukebox rotates, it prints the track's title and artist in the chat. Higher-quality music files for Workmen Remix, Mud Remix, No Mercy Remix, Scrin, Techno Babble, Asteroid Belt, Dream Sleep, Fire Ice, RenAlert Jam and Drone Instrumental. New sounds for Hind/Longbow/MP5/M60 firing, Hind reloading, and MAD tank detonating. Texture updates for Soviet Barracks flag, Refinery bib, Barracks lockers, War Factory water drums, civilian house stucco, APC desert camo, and some metal textures, courtesy of Aprime. Muzzle flashes for Longbow/Destroyer/Phase Tank/Hind/Missile Sub should now be in the right place. Destroyer now makes use of all 6 of its launchers (still has to reload every 2 shots though) Destroyer's turret model has been upgraded to the SAM site model. AA Gun now makes use of all 4 of its barrels (still has a delay between every 2 shots though) Chinook's rotors spin the right way now. Hind's gatling gun now spins while firing. Fixed missing sinking state for Missile Sub. Sinking states of naval units will now persist until they hit the ocean floor or 60 seconds pass (was 5). Helipad signal flares actually have the signal flare model now. Flame Tower now has a sound effect for its pilot lights. Flame Tower, SAM Site, Gap Generator and Tesla Coil now give off smoke and flames when damaged. Gap Generator now stops animating in low power. Domination Mode team markers no longer bob up and down when rotating. PERFORMANCE Fixed a bunch of excessive meshes and multimaterials on wrecked defenses/silos/refill pads/vehicle props. MAPS RA_AS_Seamist: Removed thieves. Allies have 1 less refill pad, service depot and AA gun. Removed some rocks that were restricting Soviets' ability to leave their base. Reshaped the Allied hill slightly; there is now very little room to climb it from inside the base, and driving off it into the base will also require some care. Allied income down from 4 per second to 3, condensed into 1 silo which is a little further back than before. Moved dome pillbox back slightly. Moved helipad AA gun over to just behind the silo pillbox. RA_Bonsai: Repaired the broken bridge near the Allied War Factory. RA_CamosCanyon: Shrunk the rock in front of the forward Flame Tower to its original size. RA_CoastalInfluence: Added a plateau to the middle of the island that prevents artillery/V2 arc shots. They will have to get closer to hit buildings. Added a pier on the south end of the lagoon, which is connected to the south side of the map through a tunnel; this is another potential LST dropoff/cover spot/sniper spot/anti-sub rocket spot. Re-added the pier that used to be on the east side of the island, giving Soviets LST access to the island. Removed a pillbox and a turret from the land route, but moved the remaining defenses closer together and closer to the base. Spread out flame towers on the land route so they don't cover each other quite as well. Switched Naval Yard spawn zones around, so LSTs spawn close to land and boats spawn in areas where they can steer more freely. Moved hedgehogs away from the bridge to make them less easy to destroy. Added water ambient sounds. RA_Complex: Tech Level reduced to 4. Added projectile blockers over the central mountains, so artillery/V2 cannot hit buildings from safety. Gem fields downgraded to mixed. Bridge is no longer destructible. Moved Allied silo over to the PP shack. Jukebox changed; removed Techno Babble, added Voice Rhythm. RA_Fissure: Out-of-bounds platform behind Allied barracks actually falls when approached now. Made part of the upper central platform destructible; this will block off the lower central area when destroyed. You can still cross the upper area as there is a bridge over the rickety platform. RA_HostileWaters: Side/rear iceberg defenses have been moved back into the bases. Soviets get an extra rear flame tower. Capturable structures no longer have functional SAM sites. RA_PacificThreat: Added a Turret and a Flame Tower on top of the naval buildings, protecting against gunboats/subs taking the short route and covering the silo near the naval factory from infantry attack/theft from that direction. (The turret does a much worse job of infantry protection, but it also doesn't get outranged by caps and has a much wider angle of attack) Fog thickened from 200/300 to 100/300 (same as Stormy Valley). Added water ambient sounds. Jukebox changed; removed Arazoid, added Workmen. RA_RiverRaid: Removed some trees. Removed rear pillbox/flame tower. Added blockers around the broken bridge to prevent arty/v2 from perching on them for easy base attacks. RA_StormyValley: Reshaped the mountains. The narrow "lake route" (i.e. the most direct route between the 2 bases) is now inaccessible to ground vehicles. Widened the chokepoints between the ore fields and the "construction site route". The hill separating the "gem route" and the "construction site route" is now home to a series of vehicle/infantry paths that connect the two routes and allow infantry to snipe from atop the hill. Added an infantry tunnel connecting the "gem route" and the "lake route". Added a Radar Dome where the Refill Pads used to be. Improved defenses in most areas. Moved Service Depots that were near the Soviet War Factory/Allied Barracks over to the Soviet Helipad/Allied Refinery. Added a bunch of concrete walls to the bases, protecting the Helipad, Refill Pad, Ore Silo and Barracks from attacks from certain angles. Spy zone for barracks is now in its proper location instead of where the barracks was in Gamma. Oops! Removed hard-to-see barbed wire from Soviet barracks. Removed a Refill Pad from each team. Improved brightness. Added more ruins to the town. Added a drivable MCV and forklift to the construction site. Church now contains a $250 team money crate... with some safeguards. Purchased Allied helicopters now come in from off the map. Jukebox changed; removed Scrin, added Techno Babble and On The Prowl Redux (another Scott Peeples remix). RA_Under: Removed rear Service Depots. Added an extra Turret to the front of the Allied base. RA_Zama: Removed some rocks.8 likes
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Nooo complex needs tanyas and volkovs D: They're an integral part of that map! Just remove the demo as a map gimmick. Like the thief on fissure.1 like
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I've been taking a break for a bit due to some related work for a popular 3D site. I'll post it up as soon as it's live. In the meantime, here's last week's progress on the environment! Oh, and my website was completely redone in WordPress. I've been adding rendered stills of work I've done over the years.1 like
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1 like