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ChopBam

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Everything posted by ChopBam

  1. Keep Off The Grass This new route has opened up to the Soviet hill from the Soviet base, which should create some more accessibility to the center, and not let the Allies camp there so easily. You may also find bots using this route. When the player count is 20 or less, these rocks will exist on the furthest routes from the bases, blocking those routes. On games where the player count is more than this, the routes will be accessible again. Pipeline There are two new vehicle routes to the ridge area. This should help with traversing between avenues! In addition (and you may see this in the first screenshot), there is a walkway on the pipeline between the hut and the hill so there is less risk of falling off while running between capture points. Stormy Valley The Soviet Service Depot that was outside of the base next to the Dome is now much more front 'n center, making it easier for retreating tanks to get wrenched up. Volcano Rocks were added in such a way that vehicles can no longer climb the hill to camp it. The Soviets can rejoice that there will no longer be artillery units nor phase tanks roasting s'mores up there. Hostile Waters The icebergs will be a few [thousand] shades darker. No longer will these frosty behemoths forget that it's supposed to be nighttime. Oh yeah, they may have also received a new reflect texture. Thanks to @ GeneralCamo for that! Under There will now be some lights to brighten the tunnels. While the older textures and general tunnel shapes are still the same, now they are a bit less drab with lighting. With bots now roaming these halls, you'll definitely want to be able to see your way!
  2. Today's update is all about something completely new to Red Alert: A Path Beyond. And that is: objective markers! Objective markers are points of interest or importance that appear overlaid on your screen (including a distance readout) to assist with the objective. Most of the time they are relevant to the player's current character or vehicle class. For example, if your base defenses are damaged, and you are a technician or engineer, it will show a wrench that's color-coded based on how damaged the defense is. See example below: And here is a video showing the above example and 3 more. One that is NOT shown below, but will be in the game, is the sonar pulse (activated by an Allied Spy entering Sub Pen MCT room) revealing submarines to all Allied players using objective markers. Special thanks to @ moonsense715 and @ Romanov for making this feature available to our games.
  3. There are no capturable buildings in this game that are also destructible.
  4. Here is your APB update for today. The info is copied from the 3.6 changelog, with some additional screenshots of the revamped Canyon River level below. The extremely lengthy, circuitous tunnel section is now eliminated, along with all the infantry routes that led into or out of the rear sides of the bases. There is a new short, direct, and accessible tunnel route under the east hill to replace the long tunnel route that was removed. Inside the cave mentioned above is a capturable gem silo, worth 2 credits per second to the team that captures it using a Technician or Engineer. The top of the east hill is no longer accessible. The Soviets have extremely easy access to the west hill next to their Barracks, where previously it was difficult to defend. The west hill has a couple infantry routes which were moved, appropriated, and simplified from other areas of the map. The Allied base building positions have been swapped. The Soviet Barracks has moved slightly closer to the War Factory. Each team has four defenses, which have been rearranged in their own ways. Added bot support.
  5. View File APB 3.6 - Visible Level Caution Boundary Variations Included here are variations for the map boundary texture. To install the appropriate textures of your choosing, copy the red and green boundary DDS files from the folder of its description into your game's data directory. For example, if you want to make the red boundary invisible but the green one visible at 2 its normal viewing distance, copy caution_boundary_red.dds from the "Invisible" folder and caution_boundary_green.dds from the "2x Visibility Distance" folder. Included variations: 2x Visibility Distance 50% Opacity 25% Opacity Invisible The PSD source file is included if you wish to make your own. Keep in mind the image has mip maps included in the main canvas, so when you export to dds, generate DXT-5 and use existing mip maps!! Submitter ChopBam Submitted 09/19/2021 Category Custom Textures  
  6. Version 1.0.0

    219 downloads

    Included here are variations for the map boundary texture. To install the appropriate textures of your choosing, copy the red and green boundary DDS files from the folder of its description into your game's data directory. For example, if you want to make the red boundary invisible but the green one visible at 2 its normal viewing distance, copy caution_boundary_red.dds from the "Invisible" folder and caution_boundary_green.dds from the "2x Visibility Distance" folder. Included variations: 2x Visibility Distance 50% Opacity 25% Opacity Invisible The PSD source file is included if you wish to make your own. Keep in mind the image has mip maps included in the main canvas, so when you export to dds, generate DXT-5 and use existing mip maps!!
  7. I made a roleclaim. Even though my night action flavor claim was outlandish, I actually described pretty accurately what one of my night actions did (##gluttony). I just didn't mention devouring bodies to you all for... obvious reasons.
  8. I wish I'd had more of an opportunity to use my abilities, but am overall pretty happy with how it played out. Shade and I were lucky for a while, and then we got unlucky with Cat5's cop choice and made a couple wrong moves on top of that. It's certainly a learning experience to see how people react when you hold certain cards but try to do various things to manipulate the town.
  9. @ Category 5 Hurricane Now that I think about it, there is actually a way I can see you being a cop. If you had an accurate result on N1, but after announcing your role yesterday if someone messed with your report last night instead of outright nightkilling you. Could this be a plausible explanation? I had some ability like this during the Cuban Missile Crisis mafia.
  10. My night action hasn't been able to be used properly up till this point. Day action does what I said it does, but not anymore. Just facts of life. ##vote Shade939
  11. Frankly, reading these posts gives me monty python frenchman vibes.
  12. It's Cat5 and Shade, man. How easy to claim insane cop so he could "realize" it later and then turn on the person he initially cleared, only after using him to help push a lynch train on another townie. An insane cop claim that is yet unfalsifiable. But let's jump on ChopBam because his nighttime ability claim sounds weird in this CYOR game where you can expect weird things. And pay no attention to the man who hasn't roleclaimed claimed anything yet but has gotten town reads from literally everybody up to this point.
  13. Have you only been looking at my George Takei pictures (fabulous as they are) and read nothing else in my posts?
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