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Showing most liked content on 10/28/2016 in all areas

  1. 7v7 3 maps first team chooses maps and order in which they will be played second team chooses their sides, either S-A-S or A-S-A It's how we used to play in the past. The 7v7 is basically the minimum number of players to conduct any balanced and full fledged competition. More could work as well, I suppose.
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  2. i need to win the money my fuckin cats are starving
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  3. I'd be up to ally myself with another clan. Just need the time 2 weeks in advance.
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  4. Mostly that, yes. I ended up added a 2nd wood part (the top/bottom) because unwrapping a shape like the wood of the barrel in 3DS Max 8 would take 3 years and some eye stabbing. Do note though that all the types of pieces you see from each barrel, is in fact a single draw call due to being a merged mesh, so in total these barrels are only 3 objects throughout that area. The crate was simple to unwrap because in essence, it is a plane with a few titled angles that even 3DS Max 8 could easily flatten. In a perfect world I'd unwrap everything. But in a perfect world I'd have access to the latest development tools as well. I don't have an income large enough to live in that world. Also, something you don't see is that these barrels have a collision mesh to avoid getting stuck on the metal edges. A lot of parts in Siege actually uses a collision mesh instead of physical collision settings on the actual mesh for this reason - Stack of crates? Collision mesh. Support beams? Collision mesh. Aesthetic hole in terrain? Collision mesh. Bridge with uneven distribution of planks? You get the idea. This adds a bit of extra development time to everything I make, but it ensures optimal gameplay due to removing stuck issues and minimizes the impact of network latency issues. Edit: Perhaps some people may notice it, but I put some effort into ensuring all the different types of wood have different colors. This adds a contrast of color to the otherwise very bleak level, and breaks pattern repetition.
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  5. Only one starving cat is allowed to be fed per tournament win. Choose wisely.
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  6. As a small update to the previous post, two additional map props have been added (3-object wooden barrel, unwrapped single object crate with custom texture). A few more new map props will be added over time, but as with the custom textures, there is only so many I can include within a single map project, but they are all re-usable for future maps. I'm currently trying to work at least two hours per day on Siege, which means progress is slow, but steady.
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  7. Just cut to the chase and give me the money
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  8. Red Alert: A Path Beyond Update This is a minor one, just to fix a few crippling issues (and some less crippling ones that I noticed along the way) and tweak naval balance a tad. More maps will come soon! This is a minor one, just to fix a few crippling issues (and some less crippling ones that I noticed along the way) and tweak naval balance a tad. More maps will come soon! Changelist INFANTRY Credit yield of sergeant up from 20 to 30 (matches new price) Credit yield of rocket soldier up from 60 to 80 (matches new price) VEHICLES V2 arc shots no longer explode in midair at long range. Gunboat cannon damage down from 70 to 65. Gunboat depth charge splash damage down from 80 to 60. Gunboat depth charge splash radius down from 25 to 22.5. Gunboat maximum turret tilt up from 7.5 to 8.75 degrees. Longbow damage multiplier to naval units down by 10% (1 -> 0.9) Longbow damage multiplier to submerged subs down by 67% (0.15 -> 0.05) APC maximum turret tilt up from 30 to 45 degrees. APC projectile velocity up from 250 to 500m/s. APC damage multiplier to air units up by 17% (0.75 -> 0.875) Light Tank maximum turret tilt down from 35 to 30 degrees. Medium Tank, Heavy Tank, Mammoth Tank maximum turret tilt down from 20 to 17.5 degrees. Mobile AA Gun now has alternate cameras. Phase Tank physics redone to be less slippery and accelerate/decelerate more quickly. Hind damage multiplier to heavy vehicles up by 11% (0.225 -> 0.25) Hind damage multiplier to air units up by 10% (0.5 -> 0.55) Air units' rotors no longer have camera collision as this caused the camera to freak out when flying close to a friendly flier. BUILDINGS Pillbox has its old sound back. Pillbox damage down from 10 to 9. AESTHETICS Mobile AA Gun and Mobile Gap Generator driver/passenger no longer hover above their seats. MAPS RA_Antlion Added ambient sounds. RA_AS_Seamist Soviet Helipad should function properly now. Shallows are no longer darkened like deep water is. RA_CoastalInfluence Fixed terrain seam by Allied forward service depot. Fixed river transparency. RA_Fissure Re-enabled Thieves. Flamethrowers and Thieves (TL2 units) cost double the normal amount of credits. RA_RiverRaid Moved rock at front of Soviet WF that was easy to get stuck on. RA_ToTheCore Added ambient sounds.
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  9. Here is an example of the continued effort of breaking up the screen space. This is a part of what the castle balcony area looks like, but there are various other props as well, just not in this picture. Note that, the map has been downscaled considerably in an effort to improve performance, as well as allowing me to focus my time on a specific set of areas that are most relevant to gameplay. Among the various places rendered inaccessible to ground units are the rear castle ramparts, the castle interior, the rear beach passage, and the castle tunnels have been reduced to a single hallway. This all ensures that the playable space becomes more concentrated within the castle itself, and one short infantry-only beach route. Air units remain available. If an enemy team holds the castle and has it locked down, you can still infiltrate the castle using infantry through the ore mine caves, or one of the side entrances.
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  10. Hey guys, I'm on the tail end of my surgery recovery right now. This took a lot longer than anticipated but I'm slowly becoming more capable of doing things at a computer. As I have just informed Pushwall, I delved into Siege last night and after inspecting the map, I concluded I will have a test version delivered to our lovely QA departement by mid november. Sparing you guys the boring details, what this means is that Siege should actually still be released this year and not in 2019. I'm putting a careful date (not a real ETA) for a release somewhere in december. There are reasons as to why this can still take two months, but I'm simply being careful here primarily because the map has to go through a truly wonderful process called VIS implementation, and I confess that there are knowledge gaps for me in this specific field. TLDR: I'm still alive, and you can actually expect to play this map this year.
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  11. The best use of the passenger gunner command is to let passengers blare the ST/LST horn or Chinook loudspeaker.
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