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moonsense715

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Everything posted by moonsense715

  1. You are right. A common problem when designing maps and buildings, there must always be a purpose of everything if you can walk there, otherwise it has to be eye candy.
  2. Hahaha, indeed. Allies were spamming Demo Trucks, so one just left the allied base and the other one was already in the soviet base. Or maybe they chronoshifted it
  3. Could you guys please put all screenshots into ONE spoiler tag. It's tiresome to open them all one by one and after some time I don't even want to look at them thanks to that :s
  4. Wow, I totally forgot it was may the fo(u)r(th)ce...
  5. Currently it decloaks for 0.1 second so it's obvious if you are paying attention to the shots you fired.
  6. If it turns out to be a problem, we can always randomize tree positions at the start of the map >=D Different every time. Currently it picks from 3 variants randomly which is defined per-map (so no palm trees on a snowy map). The thing is we could also turn them into rocks or dumpsters, not just trees.
  7. The latest development update for Red Alert 2: Apocalypse Rising has been released! Come and check out the new Mirage and Tesla Tanks as well as a new map design! Hi everyone, welcome to the latest AR development update! New Map: Frostbite Isle! Please give a warm welcome to our newest team member, TotallySnappy! Keen to get stuck in, Snappy has made us a new map which we hope to bring into the game fairly soon! It's based off the classic tight map design of C&C Renegade with one or two extra paths to stop the game from turning into a bit of a meat grinder. Think C&C_Under, but better! Epic map is epic Please feel free to let us know what you think about this new map and again, give Snappy a warm welcome! Mirage Tank The Mirage Tank is a high tier allied vehicle that turns into a tree when it's not moving/shooting. It's armed with a Heatwave cannon that does incredible damage to infantry and is pretty good against vehicles, the Mirage Tank isn't too good against structures though, which makes it ineffective at assaulting bases. Ambushing unsuspecting Soviet vehicles is where the Mirage Tank truly shines. Is that convoy of Apocalypse Tanks protecting some V3's? No problem, just uncloak once they drive by and thwart their assault in one decisive move! Sneak attack! Great model and texture here by Romanov! Look out for it ingame soon! Tesla Tank For Russia only, but sometimes it's in crates (those awesome crates from last time that Romanov created!), the Soviet Tesla Tank is the pinnacle of Soviet portable Tesla technology. The Soviets will get this unit if the country picker rolls Russia at the start of a match! Capacitor at full charge! One of the unique things about the Telsa Tank in RA2 was that it could fire over walls. However, due to the way that FPS games work, we're not going to be incorporating some sort of special firing mode that allows you to shoot over walls like in RA2. If you want to shoot over walls in your Tesla Tank, feel free to move to higher ground or shoot at the top of buildings that you can see. Another great model and texture again by Romanov! Top notch work as usual! Recruitment We are still hiring new team members to speed up AR's release! If you think that you can help us out please let us know! We require the following: 2 Artists for modelling and texturing civilian buildings and props. 1 Artist for making nature assets (trees, bushes, etc.) 1 Character Artist 1 Texture Artist/Photoshop User (optionally unwrapper) to help in texturing building interior objects (Level Designer position taken for now ) If you feel like contributing to the game and think you have the skills, don't hesitate to apply! If you DON'T know if you have the skills, send us a pm and we can talk. If you'd like to help in areas not listed here, that is also welcome. To apply, just send me or One Winged Angel a personal message and tell us which position you want to apply for. Honesty Dev Box OWA: Work has stolen my time and energy away for the most part, but I'm not giving up until this game is finished! moonsense715: I wish I had more time to work on AR. Cramped with a ton of uni work. Game is awesome. Developing is exciting. Give me tiiiiimeeeeeee End Thanks for reading, see you next time when we'll reveal some more cool stuff that we've been working on!
  8. Hahahaha. A 11 second long teaser of a teaser video. Really?
  9. So you're telling me our players instead of playing would be standing still all the time, alt tabbed, trying to find out who is streaming. No, I just won't believe that our current playerbase would be doing this :/ Secondly let's not give them ideas
  10. But he can always just change to a random username... no? I mean there is definitely no big camera icon above his head ingame...
  11. Why would anyone play for the camera... when noone tells the players ingame who is streaming? (or even that there is actually someone streaming?) Secondly, a hardcore streamer would already know of these issues anyway and should have developed ways already to handle it. Otherwise he wouldn't be successful.
  12. Are you sure about that? Our analytics stat system tells me that on the website purely we have 50+ visitors daily, and 40% of these are always new visitors. Plus in the past 4 days we had over 140 unique players ingame, a lot of them totally new.
  13. The model is from Rise of the Drones, donated by Soviet_Deso.
  14. We didn't forget. They already supercharge and even power up a low-power coil.
  15. Looks like I'll take the answering from OWA this time 1. It wont be a playable team, but a small AI team of Yuri's forces might appear as secondary objectives on certain maps, and as an AI team that will keep harrassing both teams. 2. I actually talked to Jerad2142 and from the discussion it came out we can totally toggle player/AI controlled Osprey on keypress. I was thinking it can be either controlled by a second player, or the first player ("driver") switching over to control the Osprey or let the AI fly it (chosen by the player which method to use for maximum player-decision support) 3. No idea how we'll do this yet. 4. Yes, someone already posted the model we have. 5. The Chrono Miner is already teleporting back to the Refinery. Chrono-infantry will come in a later release. 6. If you get in the IFV it starts with the standard rocket turret. Then if you press Q, depending on the infantry you entered with, it will switch to a different turret like in RA2. You can switch back to rocket too. See video for yourself. 7. Kirovs will be in, the Soviet War Factory was modelled big enough with Kirovs in mind so they can fit through the roof. 8. Engineers stealing tech? Probably not. TBD. We might find a different usage for them. Right now they can disable buildings, repair bridges and capture tech structures. 9. Yep. Your country is chosen randomly by the game at mapstart. Map-makers can choose which countries are allowed or their map. 10. Only 4 as there are 4 pads. This is how it works currently. 11. The Spy in the Refinery should work similar to the APB thief. For stealing tech/battle lab units we might require him to bring the stolen data back to your own base though. A mini-game in the game (if cash stealing seems too easy, we might force him to walk back with the money to your base too) 12. They are cute up close when friendly, but when you see an enemy one running towards you, you'll sh*t your pants. 1. Paratroopers are partially in already. On Fort Bradley for example, soviet players spawn as paratroopers dropping down on New York. Detto for soviet bots. 2. Yes. 3. We don't even know if garrisoning will be a thing at this point. It would be useless for infantry to physically walk into a building and shoot out the windows. Tests proved that this version makes the people in the building die faster. It's also too slow for them to really walk in the building and yes I consider modeling the civilian buiding internals a waste of time compared to how much we gain with it. If we ever make garrisoning a thing, we will let people control a "turret" in different windows of the building, letting the players quickly switch to another side of the building on button press. You mean let the engineer capture stuff the same way as in the RTS games? That sounds pretty broken if you can just start pumping our vehicles in the middle of the enemy base. Not to mention, what happens if I use an engineer to take over your barracks? You now have no barracks and cannot train any engineers to take it back... Are we talking player-controlled paratroopers? As in, a bunch of you go into the Air Force Command, press some panel to summon the plane, get magically teleported into the plane, and then someone flies it or it flies itself to the destination? Kinda like a supply truck rush, but with an airplane? Engineers will not capture enemy structures. America's version of paradropping is not implemented yet in the way you mention it, but it will be somewhat like that, yes.
  16. Technicians drive Ore trucks, MRJ, mobile gap generator, and MineLayers. (other non combat vehicles i forgot to mention) Volkov can drive a phase transport. Spies can drive a supply truck. And captains/kapitans control vessels. Wouldn't that mean that you need to pay the price of the vehicle first and then also for the proper pilot? Vehicles usage price would go up a lot
  17. Just a note that APB's previous version, Gamma already tried a gradually unlocking technology system, which in time would act similar to the "let's build structures before we can build better units" and it basicly killed the playerbase.
  18. Halt means stop in german. Those are basicly all stop signs.
  19. Isn't that too much for one incremental edit?
  20. Sorry for offtopic but this sounds damn funny. Delta's gamma being too high.
  21. This is why the Engineer's getting clearing charges, which are essentially a C4 that only affects mines, has a 3 second timer, has a 25% larger radius and pierces cover. And the engy gets 3 of them at a time and can of course restock with a supply truck. Giving the "no damage falloff" feature back to Grenadiers would also make them better at mineclearing. This would be a pretty niche solution imo. I'm not really a fan of having explosives that are only good against 1 thing. They're explosives, so they should affect everything, even in a small way. It's kind of like the whole issue with the AA Rocket Launcher and Anti-Vehicle C4 that Reborn had. It wouldn't make sense and would only serve to confuse players. I'd actually find a mineclearing weapon for the Engineer pretty useful. I often keep buying engineers to detect mines but I always need teammates to kill them right now.
  22. I've yet to see that once. Chinook dropping them on top of an on-foot infantry squad
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