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Timeaua

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Posts posted by Timeaua

  1. you need to hotfix the officer weapon bug. When you get promoted to veteran rank while you use the AA launcher, you first lose your machine gun and while you try to change to your lost MG, you lose your AA launcher, too. So you have to hang arround with these over powered binoculars.^^

  2. And since refills were removed for commandos, GS now has a great advantage over CC, since he can get a medic. A CC that's on defense in his own base is pretty much helpless.

     

    Yeah thats not fair. Besides that its not fun to look up a tiberium patch and hang arround there for 5 min until the CC is healed.

     

    Here is a better solution: Devide the armor and health bar to 50% each. For example the GS has 150 points armor and 150 points health and the CC has 300 points armor and 300 points health. Maybe its possible to script that the medic and PTs is only able to refill the health bar so the hero units only get 50% of there overall health back.

  3. Tiber map is going to be removed until we figure out why its blocking everyone.

     

    I guess the server is still using the old version, where EMP mines arent placable, while everyone, who installed the latest patch have the TS_tiber mapversion with the EMP mine fix. So versionmismatch occures.

  4. Ive made a patch for the TS_OmegaCity:

     

    - some visual improvements (roughened the cliffs, added more rocks etc., proper groundtexture overlapping)

    - EMP mines are now placable

    - replaced the tank armored civilian vehicle

    - adjustments to the Nod sam site placement

    - fixed some glitches

    - Nod outpost MRV is now set as neutral, cause GDI could gain points by shooting it

  5. The rocket soldier needs some other changes, too. atm its an anti everything unit for 200 $.

    The primary rocket should move 20 % slower to make it less effective against infantry, while still be effectful against huge targets like mechs and tanks. This current "rocket sniping" is insane.

  6. Not bad at all, much better than what I see from a lot of people in Renegade. I've included a paintover to illustrate my issues with this that you'll hopefully fix. If you need help, don't hesitate to ask. I can explain how to do it.

     

    fixup15.jpg

     

    Thanks for your support. I will change these things later. First I need to tweak the gameplay. When its balanced ( and this isnt easy on asymmetrical maps), I will polish the visuals

  7. This is looking great Timeaua! Hopefully in the coming months we'll be able to bring more players to TSR that will see all of your hard work pay off!

     

    Yeah more players would be good! Publish a content package with a reworked juggernaut, vehicle veterancy and add TS_Dam and TS_OmegaCity as official maps. Do some PR like a video introducing the juggernaut and vehicle veterancy on this city map on several C&C sites. It will serve some nostalgia and several new players.

     

     

     

     

    This is amazing. Any interest in working on the TSR team as a mapper?

     

    Joining the team would mean responsabilty. I like the freedom I have as a fanmapper ;-)

  8. This is a medium sized asymmetrical map. Several routes lead to a Nod controlled City called "Omega City". GDI needs to capture this city back, by destroying the nearby Nod base.

    A at the center of the map growing tiberium field is a key gamplay element, as its the only tibfield in this area. Nod and GDI harvesters have to move to this field to gain enough money. Both Nod and GDI have built up outposts (with tiberium dropzones, purchase terminals, vehicle repair ability and air unit ammo landing pad), which are located nearer to this tiberium field, to support control of it.

     

    You can get this map here (extract the .mix file to your TSR Data Folder):

     

    http://www.file-upload.net/download-10230904/TS_OmegaCity_30_01_2015.rar.html

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    post-0-0-28559200-1422650734_thumb.png

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