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Ice

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Posts posted by Ice

  1.  

    • At its core, the map is set in cold and snowy Russia.
    • The map is between 25% to 33% the scale of Siege, which means the map is much more compact and with limited open space. It will most likely be the most dense map in APB Delta, and the effect of that will be limited vehicle maneuverability.
    • Roughly 1/3rd of the map is a Soviet R&D facility where MAD Tank technology was developed, and something else... The plot of the map is simple; Something went boom, and both factions have set up their base nearby to find out what happened.
    • You can expect prototype vehicles present in this map. At least one of these vehicles is not native to the Red Alert universe.
    • The map will feature small bases without base defenses. Aircraft is still something I'm undecided on; My focus is on good ground gameplay and great secondary objectives, and air vehicles may not necessarily add to this in a positive way.
    • Expect lava, including new effects for it.

     

    Siege is looking awesome and I'm looking forward to seeing Frostburn Cove as well! :D I just hope those prototypes aren't too crazy or unfitting. :v

  2. The vehicle looks interesting, although it's pretty easy to tell that it's two V2 chassis stuck together which looks kinda odd, and 2 SAM turrets seems rather excessive and redundant. Why not simply have a standard V2 chassis with 1 SAM turret, set up similarly to the Mobile AA?

  3.  

    and if they do, then it often involves a lot of re-used assets all over the place.

     

    Even the minor villages in APB, that make JRPG villages look like metropolises by comparison, use a lot of the same houses and ruins between different maps. Some of them even have 2 of the same house/ruin on the same map.  :v I wouldn't think of trying to make any villages larger than Stormy Valley/To The Core's with the few houses we have, and certainly not a proper Moscow-esque city as we have absolutely nothing for that besides Metro's icky and anachronistic assets.

     

    Pushwall's right; Well-made urban maps require a lot of unique assets (namely, buildings, civy vehicles, misc. city props like street signs, etc.) which take a lot of time to make, and then there's also figuring out how best to arrange all these assets to suit gameplay and performance.

     

    Plus, as he said, we can't even re-use Metro's assets since they're both horribly outdated and completely inappropriate for RA1's setting. An urban map in APB would ideally look like a European city in the 1940's (since the devastation of WWII didn't happen during the 1940's, most places would look largely the same as they did before the war), and not Los Angeles circa 1990. :v

     

    This all being said, I've got some small assets on the go which could contribute to an urban project; Antique-style traffic lights, vintage street signs, and a couple of old civy vehicles. I did start trying to make civy buildings awhile back as well, but unfortunately life's been very busy this year and those had to be put on the back burner for a while.

  4. I say keep the friendly fire because that's the very nature and definition of a Mutually Assured Destruction Tank.

    I agree with ChopBam on this; The very name and nature of the weapon means that it should have friendly fire, otherwise it's not a Mutually Assured Destruction weapon. Aside from this, there's also the problem of abusing MAD Tanks for base-defence, something which it (along with demos) should never be able to be used for without repercussions.

     

    maybe the MAD Tank could have a regen rate since it's based on the same chassis as the Mammoth Tank.

    I could get behind this along with perhaps a couple other small tweaks to make the MAD more appealing to players, as long as it retains some level of friendly fire.

  5.  

    Sounds good, can hardly wait to see it. :D

     

    On a side note, have you ever considered downsizing the cannons a bit? They're extremely big. :o

     

    Anyway, looking forward to seeing this map again. It was awesome before so I can only imagine how awesome it's gonna be now!

     

    I can't really make them smaller because then the infantry model would look strange in the seat.

     

    Cannons IRL are not small either. The turning platform and ability to raise the cannon angle is obviously not based on real world designs, but the rest is.

     

    I just meant scaling down/narrowing the cannon barrel itself, not the entire platform, but it's not a big deal (no pun intended :v). Just it seems a bit oversized; even the Tsar cannon (biggest antique cannon in the world) isn't that big.

     

    Anyway I'm really looking forward to the new RA_Siege. Can hardly wait to explore the castle! :D

  6.  

    Maybe it can be changed so Camos Canyon Bots is the default map when you click Multiplayer Practice?

     

    I'm assuming at this point, that the default game menu is being phased out in favor of the launcher. So I wouldn't tie any functionality to something which might become obsolete and removed.

     

    It would be pretty sad if the in-game launcher, itself modelled on the RA1 menu, was ever removed. IMO it's an important part of the Red Alert nostalgia and is also needed as an alternate way for people to access the game.

  7. I hope the launcher can see more development done to it. Ideally I'd like to see it replace the old in-game menu you can access by clicking "single player", and be more user friendly as well as more graphically interesting.

    I actually like having the in-game menu and feel it's an essential part of the Red Alert nostalgia. To see it ever go would be really sad and would kill part of APB's connection to RA1, IMO. Plus it's important to have as an alternate way to access the game for people who, for one reason or another, have problems getting the launcher to work, or simply prefer not to use it for whatever reason.

  8.  

    Hell yeeeeah! Nice patch

     

    Or you could remove the Ore Silo's red computer terminal from all maps with a refinery. Only silos with a computer terminal can be robbed.

     

    That will probably require creating a completely different model, which will need to be placed map by map on all these maps.

     

    It should be a simple matter of removing the computer part from the model, and possibly some minor texture adjustments in case there's any shading around where the computer part was. This is very easy to do.

  9. Think I'm going to cut FoI and Rocktrap from the rotation anyway since they're the maps with the biggest outcry, probably because they're still DM maps at heart and domination hasn't shaken it up that much. But I'll take those suggestions into consideration since people may want to play them from time to time (ask a mod to set next map). In particular, the sort-of success of the Tournament plugin that rantanplan (I think) was working on may convince me to revert FoI to having rifleman spawns because the plugin means we can just have techie wars (or volkov wars or tanya wars etc) whenever we feel like it.

     

    Unfortunately spawning as a random unit is unlikely to happen, and even if we found a way to do it, it would be open to abuse because people will just hit the suicide button or jump off cliffs on RockTrap until they get what they want/whatever's most overpowered.

     

    The outpost idea is actually something I planned to do for FoI originally, though instead of an outpost it was an isolated spawning area where you were safe from the enemy and could one-way teleport to any of the 3 areas (instead of just randomly spawning in them) or use a PT with access to price-altered rifles/sargs/caps, spies (allied) and grenadiers (soviet). But it got cut due to time constraints. It would be possible to do that though.

    Personally FoI and RockTrap are 2 of my favourite maps. I don't like being stuck in constant AOW and it's a nice break having a simple deathmatch/domination map every once in a while. It would be very sad to see either of these maps go. :/

  10. 1. Anybody notices how the medium tank's barrel unrealistically goes through its chassis when the turret is pointed backwards? No other tank in the game does this. It bothers me.

     

    Some minor clipping is to be expected, although vehicles are generally a lot better than they used to be. Anyone remember when the V2's launch-rack went through the cab? :v

     

    2. I noticed the cloak skins for the game has gone back to the transparent white ones a-la Renegade. What happened to the Ralistic grey ones? Or is this just my graphics card? (I have my settings to the highest!)

     

    I inquired about this before, IIRC it was due to performance, but I could be wrong on this.

     

    3. Can we remove the mechanic wrench as a weapon from FOI?

     

    Why should they remove one of the best features of that map? Furthermore, why are you allowing enemies to get within melee range of you? ;)

  11. I'd love to see a new map based on urban warfare. Something like a part of a city with rows of multi-story buildings that some of can be garrisoned, and possibly streets, railways, and special tech buildings for engineers to capture. There is a similar map in TSR I think.

    One of the maps I'd like to develop is a sort of Stalingrad-style map; A ruined city with various objectives, limited vehicle movement, and lots of close combat. :)
  12. So far Fjord and some sort of urban setting map are the most requested.

     

    What if I said, that I could make a Fjord with an industrial area within the level? Industrial interiors and workplaces play exactly the same as an urban setting.

     

    Edit: 5 minute draft design

    That would be awesome. :D If you'd like, I could help you with concepts/building design, and have some props I could loan you as well.
  13.  

     

    Urban maps are extremely development time intensive due to the huge number of prop-style artwork required. It's certainly possible to do something urban, but you'd have to look at it as more of a large village setting and not a city.

    That was the other idea I'd like to do; A village with an objective would be good too, as long as it actually looks like a village and not '3 houses and a church' :v

     

    IF I did a village themed map, I would have to make all village assets from scratch. No small task, given the expectations these days.

     

    If you do decide to do a village map, give me a shout. I can help with that.
  14. Urban maps are extremely development time intensive due to the huge number of prop-style artwork required. It's certainly possible to do something urban, but you'd have to look at it as more of a large village setting and not a city.

    That was the other idea I'd like to do; A village with an objective would be good too, as long as it actually looks like a village and not '3 houses and a church' :v

     

    But in terms of truly urban city maps, it wouldn't need to be too big. I envisioned it as more of a spiritual successor to Metro.

     

    One of the reasons I'm doing my urban prop pack is to ease the workload of anyone who'd like to develop an urban map for APB.

  15. I'd really like to see an urban map or two, or a map with a town in the middle and some sort of objective(s). In fact, I've been planning on starting one myself and have been making some props for just that purpose. If anyone is interested in collaborating on this, I'm all ears.

     

    Oh, and Camos Crossing! So small and simple, but I love that map. :D

  16. If the soviets have hit the mine limit in their base... I know curtain entrances would be vulnerable but as far as denfense goes slam dunk. Infantry denied.

    (The allies take around 5-15 minutes to block one route hitting mine limit that's half the match I know it did it) (while soviets can quickly hop to the multiple SDs and have the whole base covered in less than 3).

    Although I will digress about mine inequality and talk about the real issue. You have a n00b on your team. He'll lay too many mines. He'll buy a sniper and run the wrong way. He'll charge medium tanks with a V2. Or buy a demo when you are under Artillery fire. I'm sorry friend but there is no cure for your team except pray he gets bored and quit.

    N00bs will be n00bs. You can't really fix them, they're broken players who ultimately have to fix themselves, and it's detrimental to try to balance a game around them. It results in too much hand-holding and shoehorning.

  17. Good patch overall, just a few notes:

     

    - The Light Tank's turret speed feels just a little bit too fast now IMO

    - The Grenade seems to be missing surface effects (doesn't kick up dirt, etc. when exploding). Is this due to it being a C4-type weapon now?

    - Although the Cruiser is (presumably) an April Fools joke, I really like how its missiles sway in-flight

    - River Raid is awesome!

  18. Personally, I like the old grenadier better as the lighter (faster,weaker and cheaper) version of the flamethrower (mainly because of RAlism) but let's face it, nobody uses them but me ( I use them to chase retreating enemy infantry or flush out snipers camping in towers), I rarely seen people using them, even in Fissure, the cheaper starshinas are far more common and people would rather play as rifle soldier to save money for flame soldiers.

    I actually enjoyed using the old grenadier a lot. It was a fun unit to play as and was good (in the right hands) as a low-tier siege unit.

     

    What was kov short for agian?

    Volkov, Hero of The Soviet Union. :russkie:

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