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Everything posted by Raap
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Guys, I remember we had two special objective maps that was like a reverse Assault_Seamist 1. First one had Allies spawn on a beachhead with crates and vehicles nearby by but no base. They had to attack a weakened Soviet base. Bunkers had MCTs in them. 2. Second one was where the Soviet base had 3 Tesla Coils, with Longbows coming to destroy one of them every 10 minutes. Allied Base was scattered everywhere on the map and the Soviets had to destroy them before time runs out. It's possible to do a hell of a lot more than that. W3D is very flexible in terms of level design limitations... The only true limitations are real world logistics, and extremely outlandish functionality that would require scripts changes/additions (which means you need to write those yourself).
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ya know, I've heard plenty of devs say "never underestimate players" in regards to well hidden easter eggs sooo Don't underestimate my ability to hide things, either. Not everything is visible when looking at mix/w3d file contents. Don't worry though, the main focus is on the map itself. I learned something during my time on the team, and that is anything that isn't relevant to core gameplay will see very little use, and therefore be a pointless development time sink. As for APathBeyond(.mix), I think you need to change its name to avoid confusion. What about simply "Beyond"?
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A moving battlefield is something on my to-do list, although not a priority. Many years ago at BHP, Chronojam even had me create the geometry of a level for that. The problem is such maps need constant QA testing and W3D Hub currently does not have the testing team size and attendance rate required to logistically pull off a level of such design scope. Further more, in the time required to make such a map, I could create 5 other maps instead. "Soft" mission objectives are the best thing I can do in a realistic time frame, such as those on Hostile Waters... Oh, and Fjord will have special objectives as well (not to mention quite a few secrets that will take you months to figure out!).
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It'll be a night time map to make better use of light sources. Edit: And that's all I'll share for now. Keep an eye on development updates in the near future.
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It'll certainly be a spiritual successor to classic Fjord, but in no way will it be identical to classic Fjord. It is very much going to be a completely new level, featuring a large range of new art assets. It wouldn't be a Raap level however, if I also didn't include special map objectives... So keep an eye out on development updates.
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We got one already, it's called Rock Trap. Alright guys, thanks for your requests. I have made the decision to create a new Fjord entirely from scratch, and without using Blackwolf's design. The new Fjord will be heavy on the industrial theme, feature a dam (well, duh), a bunch of ice, oh and some water. And bases, yeah. Bases. Look for updates on development progress on this map in the near future!
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I will battle you for this title. First person to win in a demo truck vs. demo truck battle earns it. Come at me!
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Hey Cat5, Streamers got the option to delay their streams by a number of minutes (up to 30 minutes, I believe). Stream delays are common usage in more competitive games to counter exactly what you describe. If the streamer in question is very hands-on with his viewers, then perhaps this option isn't very helpful to them. But in any other case it should prevent the issues you mentioned.
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Currently struggling with the ethical question of whether or not it is right to finish up the work of an individual who leaked both APB Gamma and Reborn several years ago. I'll get back on that once I had a moment to consider it. In the meantime, please keep giving requests. I can only do the most requested map right now, but that doesn't mean that some time later, me or another content creator cannot pick up the second or third most requested map! This is still good as an indication of what you, the players, really like to see added to the game.
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I need a dislike button. Trying to verify that, at the moment.
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*beats Einstein with a stick* Look at the bloody picture for 10 seconds longer and then see if you have to ask that question again!
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Well, apparently we found this hidden in an archive somewhere. Neither me or Pushwall unfortunately remember who originally made this and there didn't appear to be any documentation on this level. What I do with this is not yet decided. It'd help if I knew who originally made this.
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I like that idea. Although it could use a third attack route. Maybe a low pedestrian bridge below the two bases? EDIT: By "below" I mean to the left of them. I have a range of options available, but yes, more attack routes than in the draft would be needed. I didn't add any, since I haven't decided on what it will be just yet. There is also the matter of this other Fjord version floating around somewhere. That needs to be cleared up before I can begin on this level.
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And you shall name it... Gamma.
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If I had to do another naval map, I confess to preferring to use HW's naval buildings due to having a more balanced design. Which means that a single Advanced Naval Yard would likely fill up the entire pond in Shallow Grave. Ivory Wastelands is basically NorthByNorthwest, both of those maps are as similar as Bonsai is to Zama. Nonetheless, if the request is there, I can do anything. 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
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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' 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. Thanks for the help offer. What I end up making is completely up to what most people want. And guys, be sure to check out Einstein's database of old maps, maybe some are worth remaking for Delta!
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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' 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. I hope to deliver a map to Pushwall by April 30th, so a project that will take me two months is unrealistic. Anyhow, Fjord is currently the most popular request. Keep em coming.
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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. Camos Crossing was extremely small. I'm not sure if I got a lot of playing room to improve the gameplay for it. I'd have to remake it and enlarge it a lot, at which point it'd not be Camos Crossing any longer, but something else entirely. I'm not a believer of infantry only maps, and will avoid making more of those. That doesn't mean I can't take an infantry only map and add vehicle gameplay, though. Edit: Regarding Fjord; I would need to talk to Generalcamo first since he mentioned this map in the past. I was actually going to do a Fjord remake before beginning work on Hostile Waters.
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Quite a logistical undertaking that would be, but if the request is there, sure thing. Edit: Wut is Siege? Dis is Siege, aka the map that never got finished because it got stuck in re-iteration hell;
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Update: Alright guys, thanks for your requests. I have made the decision to create a new Fjord entirely from scratch, and without using Blackwolf's design. The new Fjord will be heavy on the industrial theme, feature a dam (well, duh), a bunch of ice, oh and some water. And bases, yeah. Bases. Look for updates on development progress on this map in the near future! ----------------- Hello everyone! A while back I finished the Hostile Waters remake, and I said I'd try and find time for another contribution to APB in April. So April is now here, and I got some time! I have spoken with Pushwall about what my contribution should be this month. After briefly checking our options we decided that it was probably a good idea to simply ask you, the players, what map you would like to see return or introduced to A Path Beyond: Delta. There aren't really any limitations to requests. You liked a map from the .9935 era but the original developer is no longer around to remake it for APB Delta? Let me know! You liked an official map from past APB versions that is currently missing from the official map roster? Let me know! You got a new idea entirely, one that you think works in APB and isn't a mod-request? Let me know! In the event no clear fan favorite exists, I reserve the right to pick something that I personally like and believe can be done. It must also be said that if a popular request for an old fan map exists, then I can only work on a remake for it if the original creator is no longer around to do it. I will see which request is the most popular at latest by Sunday, April 3rd. So place your requests here as soon as possible! Eins-Edit: Hey guys, here's a link to an archive I've been building. https://drive.google.com/open?id=0Bzcnim4baG7fU2VnOVc2RV9IWTg You can check out the different maps that have existed over time and see which ones you like! Push-Edit: And here's a link to an archive of Red Alert 1 map screenshots: https://www.flickr.com/photos/97634864@N04/albums For anyone who wants to recreate RA1 maps it's a handy reference. I don't know who actually maintains that album but he's a p cool guy I guess!
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It looks like it belonged to an RTS project.
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I had the chance to check out River Raid. Pushwall did a great job remaking it, and adding to it via introducing additional attack routes (something that the original map struggled with). The forklifts are a nice touch, but I confess to hoping I could raise and lower the fork to crush/impale my enemies with. But then again, we'd probably need a hotfix patch, to nerf forklifts. I do have two comments to make; - The textures on the map could do with a slightly less stretched tiling. - Some slope surface areas are impassable by infantry despite clearly intended to be slopes for infantry to climb. It would probably help a lot if Level Edit itself had a way of checking which surfaces are impassable for infantry or otherwise (hint for the W3D programming team ).
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Battle For Dune Battle for Dune April Update! (Blog #125)
Raap replied to TeamWolf's topic in Battle for Dune: War of Assassins
Since W3D was also used in C&C Generals (just updated and renamed to SAGE), it's actually a surprise to me why nobody tried producing an RTS project up until now using W3D. This engine is a lot more accessible than the SAGE engine and with the right amount of work it could produce a better RTS game than anything on the SAGE engine. Looking forward to seeing more progress. -
I predict trouble with the single Silo setup, though. Early infantry rushes on a Silo will cripple the enemy team and basically just end the game right there and then.
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A Path Beyond can we make the support classes more rewarding?
Raap replied to Ginosaji's topic in W3D Hub Discussion
If that's the case then you'd be better off trying to pin down what unit or what map causes it as I did in that report. "Here's a thing that happens at complete random!" doesn't help anyone especially since it doesn't even lead to crashdumps. And since you are apparently the only person with this issue... It can happen to any vehicle, on any map. The moments it occurs at unfortunately is mostly unpredictable, besides generally occurring after several matches. It's hard to say if I'm the only person who has the problem. Not everyone reports issues.