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Pushwall

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Everything posted by Pushwall

  1. Who says those non-player-controlled objects are subject to physics?
  2. It's a ranger rush, if you think I might ever have any intention of nerfing it then you don't know me. I'm just glad they're actually useful for something other than being a Tanya chariot, after Gamma where they were a joke for anything but that. You lost a building because of it so it can't be that amazing anyway
  3. And people who don't read this thread are just going to complain non-stop that the SAM sites don't work when they should. It just looks like a bug. I can just change their model to the "destroyed SAM site" model instead.
  4. Well I can blank out their model too. No need to get peoples' hopes up with a visible SAM site that doesn't work.
  5. Constructive complaints are cool (especially since they're being posted here rather than vented ingame where they rarely make their way over to my eyes/ears) but this stuff does take time to fix. This has delayed the next patch quite a bit
  6. Noted There is one, it's just disabled for the screenshots because I didn't want any rain to get in the way of the shots.
  7. So here's the fruits of my labour. Fog has been disabled for these shots for obvious reasons. Don't mind the burning defenses, super-bright dazzles or westwood water, that's just what LevelEdit does.
  8. First had Tiberian Dawn on the Playstation; I think it was either my older brother or my dad who bought it for themselves, but I loved it even though I was terrible at it, and that trend continued with Red Alert and Retaliation.
  9. The only weapons that can't hurt mines are pistols, snipers, redeyes, other mines, and MAD tank shockwaves. Unlike vehicles, mines are vulnerable to splash damage. Mines self-heal 20 seconds after taking damage, until they become hidden again. They cannot be repaired by any tools; if they COULD be repaired by tools, it'd be possible to increase their health far higher than the intended amount - as demonstrated during Gamma where the fools in charge decided to make mines vulnerable to the Mechanic's wrench (yeah totally not allied biased). Any mine that had been wrenched was not only able to survive a V2 landing a foot away from it, but the mine wouldn't even be revealed!
  10. Stormy Valley was the first map I ever did "major" editing on if the lumpy hills are any indication The hills should be a tad more believable after this revisit.
  11. So here's my work so far on adding paths between the attack routes. The lighter rock "slopes" in the second screen have a shallow enough incline to be climbed, and yes, there's a rock "bridge".
  12. I'm looking to solve that now. I'm adding a vehicle path (maybe 2) that connects the "gem route" to the "construction site route", adding an infantry tunnel connecting the "gem route" to the "narrow lake route", and widening the chokepoints near the ore fields on the "construction site route". The middle hills are also going to be made less lumpy and some parts of them made actually accessible. I may also beef up the land defenses, and make the "narrow lake route" inaccessible to vehicles since a bunch of mammoths rolling down there backed by v2/TT are basically unstoppable. Either that or add a vehicle path leading there from the "gem route" instead of an infantry tunnel. Any more suggestions are appreciated, clearly stormy is a very disliked map.
  13. RockTrap would barely have enough room for 3 buildings scattered around the whole map. And those would have to be the smallest buildings. Never mind having 2 sets of those 3 buildings. And they'd displace the control points too. So it could possibly become a barracks-only map with... 1 control point.
  14. I think I'd also move the remaining silo back to a safer place like where the removed refill pad was. Right now the silos are pretty vulnerable to v2s if the allies are incompetent, but it's not hard to prevent both silos from being destroyed at once - losing 1 silo when you only have 1 has a much bigger impact than just losing 1 when you have 2.
  15. Maybe 1 less silo would also help, making longbows/mechanics precious commodities instead of something you can spam?
  16. For Seamist something I already did a few weeks ago is to whittle down the Allied base a bit; they'll have 1 less refill pad (so Allies will be in slightly more dire straits if they're just down to longbows), 1 less service depot (only the one that the ML sits on is left) and 1 less AA gun (rocket soldiers are plentiful enough anyway). So Soviet frontliners have less stuff to chew through before getting to the radar dome which V2s can already get to. How do you guys feel about that? There's way too much stuff that doesn't get affected by resizing (like buildings, trees, script zones) would have to be realigned after a resizing. Considering that the building capturing scripts alter the building's "health bar" based on how many times it's been hit and doesn't care about damage at all, I doubt this.
  17. For oil derricks it takes 26 to capture a neutral and 52 to capture an owned one. If it appears to be taking less than that, it's just client/server desync (i.e. you've actually used more charges than that, but it doesn't show, and the extra charges you appear to have saved don't work because AOE damage is server-side). So at the very most, you can capture 3 neutral derricks, capture 1 neutral and 1 owned, or capture 1 owned and turn another owned neutral, with the remaining 22 charges being leeway to make it less likely that you'll end up using too many charges to capture those specific amounts of derricks.
  18. Idk, Soviets just win a lot more often (total games is 60 allies:96 sovs, 5v5+ games is 16 allies:38 sovs) but I don't get to play enough to have much of an idea of why that is. I don't remember there being any limitation here, maybe there was in Beta or something? It's just that it wouldn't have fit any of the Delta naval maps: Pacific Threat: Land vehicles could have been here (they were in Beta but there was no aircraft) but I feel they would have made it too easy to V2/artyspam bases due to how close together they are, wouldn't have left much room for a helipad, and would have marginalised infantry because it'd be even harder to sneak around. Bear in mind that in Beta, each base (containing a ref and WF instead of the helipad and refill pad) took up about 75% of each island. Coastal Influence: Map borders were not designed with aircraft in mind, as you can see from the above screenshot. Under: The higher cliffs would have at least made for a flight ceiling that wasn't TOO absurdly low, but good luck finding room in the already cramped bases to put helipads and refill pads. And the lower tech level would mean naval units are completely defenseless against air. So dests/missubs would have to return... but the intent on this map was to make it so naval superiority was not a requirement, just another attack route. And dests/missubs would totally make it a requirement. Hostile Waters: I don't think I need to explain why land vehicles don't work here
  19. Drunk TeamWolf shenanigans from APB Nuclear Winter
  20. Only if the flight ceiling was less than the height of the cliffs The map never existed "pre-Gamma", it's an entirely new one for Delta.
  21. Giving the soviets their tesla coil back will just make the Allies rely on arties even more. Hopefully the plateau in the thread I linked earlier will encourage people to escort their arties/v2s with something else. The 2 soviet flame towers on the land route are also being moved further apart so they cover each other less, so they should be easier to take down without arties.
  22. Yeah, though I guess you actually meant the Allies losing their bridge, which probably isn't as much as a problem as I'd thought given how easy it is for Allied infantry to get onto the island, which is why the lighthouse dock is coming back. Yup
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