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AZ-Stalker

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Everything posted by AZ-Stalker

  1. LOL at the guy getting shotgunned doing a "NOOOOOOO" pose.
  2. We had a colorful set of flags!
  3. We're all on teamspeak right now, so hop on everyone.
  4. I think I heard about someone from our development community working on import-export tool updates that allow for newer or other modelling software file conversion to things we'd usually export from 3DS Max 8. I can't remember where I heard or saw talk about this, but that could be the ultimate fix to making W3D development way easier to get into.
  5. We got shot down SOOOOO close to making the pier. Ah.
  6. My personal main issue is that I've never learned how W3D tools operate, since I was never part of the old glory days of W3D and Renegade modding. But after getting set up and provided the updated tools by W3D Hub devs like ChopBam along with helpful advice, information and tutorials from experienced mappers and Moonsense's tutorial section, things are moving along. But I'm W3D Hub staff/dev, and have access to getting up-to-date software and information that is needed for our latest releases, and am not sure how available these things are to the public. Having easy to download packs and how-to's would be a big plus. And as far as I know we have people working on getting things just like that out there to kick things off. A big hurdle is going back to old 3DS Max (which people might not have) and tackling both the map model and the level edit thingies, but proxy elements really help out with that, and from what I've seen the projects are only now getting really organized and sorted so systems like that can be easily streamlined through an effective workflow that newcomers can more easily use. I'm kinda testing that out as I'm learning along parallel to the mapping workflow getting some upgrades and documentation. Not sure to what degree it'll all advance, but it's something that's helping me out greatly. If I didn't have any help and just had to rely on tutorials posted around, it would look way too daunting and complicated for me to give it a chance.
  7. I'm actually slowly learning how to make maps for TSR.
  8. My scoreboard screenshots didn't save for some reason, but I have something to make up for it. It was a fun event all things considered - next time we'll announce it properly so we can have way more people join in as planned. Plus, something extra in case anyone is wondering who our commanders were:
  9. W3D PUG EVENT STARTS IN 30 MINUTES FROM NOW. Feel free to join TeamSpeak at ts.w3dhub.com to play with us! We have a separate APB server up for the event! No sign-ups necessary, just hop into the waiting room.
  10. You don't need to. Just join teamspeak at the designated time and you'll be able to play. That sign-up roster we were building was just so we could see how many people were interested in participating.
  11. There was an error in the time frame, check again (a mod should have edited it by now). There is only one play time: Saturday (April 29th) at 8:00 PM GMT (EU) / 3:00 PM CST (US)
  12. Well we got the announcement out cutting it a bit too close, but we really needed to make sure everything worked properly first. So join us in the first PUG match which will be a great way to test how we should handle future PUGs and how our mechanics and guidelines hold up! Something like this hasn't been seen in quite some time around the W3D community, so be sure to join the action and be one of the first people to experience proper APB Delta high-level gameplay! See you all there! Also credit where credit is due, the "PUG" title was first used by the people over at the Renegade X community and we figured It'd be very cool to explore something similar. Also, the Desolator Pug's helmet is borrowed from an online source where somebody made an awesome costume out of it. Just do a quick search to see.
  13. First PUG announcement should be going up sometime soon. A very late one because we had to make sure the back-end work was done properly. This first test PUG should tell us a lot of things on how we should proceed with turning it into a regular weekend event type of thing.
  14. You can still support the war effort as long as you can listen in.
  15. Can't login as well. Tried changing my password too. Something's up with the launcher no doubt - we'll have it fixed as soon as possible.
  16. Voe kinda reserved the Allied command even before we announced the PUG events haha... now we just need a Soviet commander for the first event.
  17. Spies can also open up locked enemy tunnel doors and whatnot if I remember correctly? So that's another use, just to get an infiltration team inside the enemy base, while they are, say, distracted by a vehicle battle. Lots of options. Whats going to be interesting is getting to use such specialized units strategically and not spur of the moment. The team is still working on setting up the server system for the first PUG event, but we're roughly aiming to make it work for this Saturday. MAYBE. It's not official yet since it depends on the server back-end that's being worked on as I write this, but I figured everyone could use a small heads-up as early as possible so we can maximize the player number with people keeping their calendars at least semi-open for now. No promises on this Saturday, like I said, depends on how the server work goes. It's just speculation at the moment. If it really does turn out to be this Saturday, expect a formal announcement with final elaboration on how exactly it's going to work. Once the first PUG plays out, we'll have a ton of real data and first hand experience and feedback to go over and improve on how future PUGs will work. EDIT: I just realized that we'll really need to be fully voice chat, because if anyone writes anything and there's a spy - the enemy team knows instantly because the spy can just talk via mic. Same goes for quick commands, the Allies can just have a random spy in their base to monitor enemy MOVE OUT MOVE OUT commands to alert a rush is incoming.
  18. Just wait until we start the PUGs. Oh man, if we turn it into a weekly thing with a regular playing time or something, just wow.
  19. We've acquired 21 people formally signed up as interested and even more asking questions about the PUG matches. Fantastic! This is something we hope to turn into a regular thing across all W3D games if it picks up, so this is a great start. We're currently setting up the server backend infrastructure required to support these matches as well as teamspeak channels, PUG rules/guidelines... you'll all be notified on the forum when the first PUG is going to be - hint: soon / poll results. For those of you who are asking about PUGs and clan wars and all of that we advise you to send a response right here and let us know you're interested so we can keep track of how many people might show up at a PUG event. You are not obligated to show up, as it will be organized similarly like a game night, only with a coordinated team versus team match-up. HOW TO JOIN A PUG EVENT? In order to participate, all you need to do is join our TeamSpeak (ts.w3dhub.com) and jump into the "Waiting Room" channel located under "PUG Arena". After a short time for people to gather up, we'll most likely select two very experienced APB tacticians with good communication skills to "lead" each faction. One for the Allies, and one for the Soviets. There is a good chance these commanders will be W3D Hub staff members to maximize our event's overall potential on both sides, but in theory anyone could take on the role provided you know what you are doing - so speak up if you feel like leading us to victory! NOTE: The PUG server will most likely be protected from intrusion via a password or whitelist. The only way to participate is by getting direct access (or password) through your team's commander. DO NOT GIVE the server password to anyone who IS NOT IN YOUR TEAM'S CHANNEL! Only players who have been sorted into teams get access; just because you are in the waiting room does not mean you will be allowed to drop in mid-game. Stay patient if you're late to a PUG event. After our commanders have been chosen, they'll sort out the teams so that we have an evenly matched setup. This will be done either by each side choosing one person, then the other choosing the next, or just by a general consensus and depending on who wants to play with who. Anything goes, it's just important that we have an even number of experienced players on both sides, otherwise one side could end up loosing due to some form of inexperience, however slight. Balanced teams are key! At some point we're going to select the maps we'll be playing. Either by random selection or popular vote. We should have a pool of at least three maps to play. After which we could add more if players so wish. We can even shake up the team rosters or switch factions, anything goes... Once teams are sorted out, we'll split off into two faction-specific TeamSpeak channels. Each team will have a bit of time to come up with a strategy for the next map in the current PUG rotation. This should take about 10-15 minutes, or something similar depending on how many people are playing. Commanders can ask for volunteers to play in certain roles such as dedicated repair defenders, scouts, special operatives for thief/spy missions, anti-tank units or things like dedicated air cover. Depends on the game plan, so pay attention during this phase. Experienced players are encouraged to help devise battle plans, but keep in mind that the commander has final say in case of a stalemate or disagreement on tactics. If everything is set and both teams' players are all online and ready, commanders will notify each other and you will be given the green light to join the server. Make sure to follow PUG rules and ask your commander or any W3D Hub staff member if you have any questions. Here's the first draft of the PUG rules (subject to change depending on what PUG regulars want): Please refer to the "PUG Arena" TeamSpeak channel description for the latest PUG ruleset. This is just an example of how things might go, as it is the first draft. We have to start somewhere. Once again, to anyone interested but not sure if you can make the PUG events or not, make sure to let us know that you're following along and would like to participate. The more people we can add to the possible roster of players, the easier it is to see what kind of turnout we can expect in the future. Plus it helps drive more interest and life into the W3D community. Just leave a comment here saying you'd like to play and that's it! You have no obligation to show up because it's just like any other game night, only we actually pick teams on a separate server setup. Who's excited for the first PUG match? Stay tuned for more information - we'll have a time and date pretty soon! Just check the poll for a possible hint!
  20. Ah, understood. I'm really hoping for some vertical play with an interesting industrial complex. We have a lot of already made assets spread across mutliple maps which you could combine for things like that. A silo from Pipeline here, a structure there, an oil derrick somewhere, a few pipes, a structure on a small hill, a port down the beach, LST landing zones... You have a lot of options. Perhaps a transport truck or two lying around for players to rush for early game and save back to their bases for later use? AA truck for mobile defense? Can't wait to see what you think up!
  21. Added everyone new to the roster. Keep an eye out in this thread so you're notified when we have the PUG matches, and feel free to contribute to the overall discussion! We're practically at 20 players now!
  22. TSR coming through... whops, wrong screenshot thread. Oh well, move over APB. Nod stole enough GDI vehicles to mount a game-winning assault right back at them. Do we have a screenshot thread for TSR?
  23. You can have some fun with colors if it's industrial Raap. Like say orange lit areas if something is fire-related or like furnaces. Additionally, maybe have a port area with walkways a bit over water and some higher structures that snipers and rocket troops can climb to help combat whatever is flying near the land route or on the water? Perhaps some windows looking over the sea area with the inside lit to make infantry silhouettes visible to passing ships and aircraft for balance. Some more ideas to consider. I'm just super excited for more urban environments. Oh, make sure to include things like the pipes that ride above Pipeline, something like that. Could we connect a pipe like that to the closest iceberg or something? Some interesting platforming could be a thing for ninja players.
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