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TeamWolf

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Everything posted by TeamWolf

  1. I was incharge of the project at the time, not BHP, that's why.
  2. Some things never seem to change, how predicable.
  3. The rock texture is ok but I would heavily recommend unwrapping your cliffs, it doesn't take too long and you get a much better effect. I'd also suggest a detail texture to break it up a bit. Converting it To Reborn would be great! But I'd suggest swapping out a lot of that grass texture for more dirt and replace the trees with Tiberium infested or dead ones. Also the Tiberium infestation should be increased a little.
  4. UE4 would of made more sense... It's better.
  5. VIS hasnt worked with the reborn LE. Dunno if it works now. Looks like that's something that will need looking into, thanks you for reporting it.
  6. Congratulations to everyone who made it and welcome aboard!
  7. I always had the fear, that fps would drop drastically when you look from your base towards the scrinship (or kodiak) with interior and at the same time the enemy base behind has to be rendered, too. TS_OmegaCity for example is designed in the way, that the distance between the bases is high enough, so if you are in your base, the enemy base wont be rendered to save fps for the detailed city. These are things you have to keep in mind, when creating a map. Otherwise the whole effort could be for nothing. Or we could LOD or VIS the interior.
  8. It's a great and fun game, need to get this played much more often! Launch support for it will be fantastic!
  9. Make them more resilient against the warhead type.
  10. That AAPC rush was hilarious!! Seeing not only one Stank appear infront of you, but 3!
  11. I was thinking the same thing.
  12. Bfranx, your entire argument seems to revolve around the match ending the moment you lose your War Factory. That's incredibly bad game design.
  13. Unless you like paying 30% for distribution on Steaam, I'd go UE4.
  14. Because Nod wouldn't have more anti-vehicle infantry than GDI if the game didn't include so many obscure units from TS. Rather than add a new unit that is completely out of place (being from an entirely different game in the franchise), you could remove some of the units from the Nod roster and make both sides equal in terms of anti-vehicle infantry. Since this is more based around Firestorm (before and after) I feel the new unit it quite fitting. We tried for over a year to get the Disk Thrower to be GDI's early game anti-vehicle infantry but it didn't work. If we start removing infantry the gameplay will most likely get watered down due to how each infantry is designed and being redesigned to have their each unique intended roles.
  15. That was fast! I really like both versions, thank you Squid!
  16. Either a Fremen riding a Worm, or an Atreides Duke looking out onto the city of Arrakeen or the open desert.
  17. May I request a Dune avatar? Either something from the film but more towards Emperor or bit Dune 2kish.
  18. I always put some emphasis on player controlled harvesting, to make it worth, but also challenging. This is why ive introduced these tiberium dropzones, which are mostly at the center of the map, but near a tibfield. So if you want to harvest for your team, your team should dominate the center or an escort force. Another advantage is, that if silos are detroyed, the team is still able to build a harvester, to gain much money. But its much more challenging to secure the harvester, taht has to harvest at the center of the map, than silos, throwing out money automaticly It's a shame that on Omega City that GDI have such a close advantage over this.
  19. TS_Ice and TS_City weren't included in Reborn because R4z0r just wasn't around after the move. And this guy is BlackWolf, the former mapper for Reborn who made Isles, Grand Canyon and Snow.
  20. That looks like so much fun, I really love the look of it!
  21. Thank you for making the video highlighting some of these things.
  22. The Tetra would of been better for the Plasma Rifle imo.
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