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TeamWolf

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Posts posted by TeamWolf

  1.  

     

    I pitched the idea in chat of a map that's part infantry only fighting inside the crashed scrin ship. Kind of like a map I saw on Crystal Wars (C&C 3 on w3d engine) where the center between the two bases in inf only and there's vehicle areas on either side. Maybe have some goodies or easter eggs hidden around to encourage exploring the inside.

    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.

  2.  

    Any particular reason why you do not like the new unit?

    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.

  3.  

    There's no option for it but I'd also vote for making harvesting more interesting... not necessarily changing the mechanics but maybe add some eye candy to look at while your sitting on the Tib field such as animating that digger blade to move up and down (or maybe just have it drop slightly so it looks like it's digging into the ground) and make the harvesting screw rotate (with green fog coming out to represent crushed Tiberium), also it's headlights are turned off.

     

    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.

  4. Well Timeaua you may remember wolf, he used be called Renxc and later BlackWolf. He is clearly had enough of the W3D engine and has moved on. Sharing his opinion on engines is perfectly fine since one of the main things we're doing here is advertising the W3D engine, in a way.

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