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Found 199 results

  1. Ok, so I'm brand new to this game, so forgive me if im wrong but shouldn't skirmish / multiplayer practice have bots to fight? I mean that's kind of an inherant component of skirmish mode.... I'm at a total loss, all the servers are completely empty and there's nothing to do in skirmish mode....so.....what gives?
  2. Red Alert: A Path Beyond Update General Raised all non-Volcano maps' flight ceilings to 100m (helis) and 150m (planes) to match Volcano. Fixed projectiles spawning behind the turrets of certain units if your camera was nudging another unit while you fired. Fixed projectiles with enlarged hitboxes clipping through solid objects if fired right next to them. Mostly this means no more worries about depth charges going through subs at point blank range, as hardly anything has been using this logic due to how broken it was; it might get reintroduced for more things at a lat
  3. Soviet MiG-29 Update Hello everyone! I'm excited to bring you another update on the MiG. Fabian has been working very hard to detail the MiG to be one of the best looking models we've ever had in Red Alert: A Path Beyond. He still has more to do, but we're too excited to share progress with you! Check it out below! The MiG is currently going to be a hard counter to the Allied Cruiser in the future. The team has been doing a lot of discussion on how to handle and balance it. We think everyone will love it once it's finally in-game. Stay tuned for more exciting changes
  4. When there is only a few players, the maps are always restricted to AI-bot maps. It gets boring real quick and then players leave, leaving no one to seed a game. Can we get rid of the automated map selection where if there is less than 4 players it defaults to an AI-bot map?
  5. Is this on? What? It is? Brilliant. So I just talk on this, or... oh, okay. Welcome to the APB Honourable Mentions thread! You have voted for the top three players who have participated in the Games Night. Without further ado, let's give a shout-out to: @Pushwall! Thanks to your team skills, piloting skills and ability to adapt to the situation, you collected 4 votes. Congratulations! @Dghelneshi! Your being a great teamplayer and consistent hard work has not only earned you a $5 Steam Card for a runner's up prize, but also an honourable mention at 4 votes. Reach round with your
  6. Should we remake the map or not? Opinions in the community seem to be pretty divided on the issue. Some say it wasn't a good map, others loved it for the nostalgia. With a remake, we can fix some of the smaller issues, but some say the biggest issue is that the overall design is bad. A lake in the middle, with naval combat. Run around the edges of said lake to reach the enemy base with tanks. Original RA map: Rough concept: There are all sorts of screenshots and memories floating around that I don't have the time to scrounge around and find, but I'm sure you guy
  7. I just want to ask if this is doable (coding-wise) and worth trying? I feel C&C mode favors defenders, especially on larger maps with easy to access gem. Since even if attackers skillfully take down the defenders half way to base, the defenders will just respawn right away and buy the best units they can to defend the now half-health attacking force. This type of game play reward skills less. Only surprise and concentrated attacks can succeed since buildings are not easy to take down. While there is nothing wrong with that, this makes larger maps and maps without cover not fun to play
  8. Red Alert: A Path Beyond Update General Taskbar now shows the title as "Red Alert: A Path Beyond" not "Renegade". Replaced a bunch of lower-quality RA music tracks with higher-quality versions. New font rendering. Improved error message for when the game crashes, giving easy access to the crash dump file and instructions on what to do with it. Gap Generators (both mobile and stationary) Fog is now a little more lenient. (2-16m for infantry -> 5-30m, 11-40m for vehicles -> 15-40m) Being under an enemy gap field no longer darkens
  9. Does anyone else feel Heavy is the worse tank here? I know it's got slightly longer range than the med and slightly greater DPS vs buildings (+6% just like its +6% price), but it has the same DPS vs vehicles (edit: vs Mammoth armor, it's actually worse. It takes 2 seconds longer vs the Med to kill a Chronotank). The real kicker is its slow firing rate makes it misses much more often vs med. That combined with its slower speed, turret turn speed, firing rate, turret limitations, makes this tank all around worse. I really don't see how it's a "heavy" tank at all!
  10. I still can't believe we are at this point, that we have functioning Chronotank, Migs, Yaks, Cruisers! Thanks a million to all the devs whose hard work make it happen. So what else is left? Chronosphere, Iron Curtain, dogs, Badger Bomber, spy planes, para-troopers. That's all right? Are we finally close to the finish line as far as full unit implementation is concerned?
  11. The new boat models are a great step in the right direction. I'd say the new Gunboat model is perfect, no further work needed as it looks fantastic to me. The Destroyer needs to be re textured, but the model itself looks good. The cruiser I realize is a downsized model, the original being like 4 times the size you see in game. If possible, edit it's texture so that all those now miniaturized details on it, like the orange life saver rings mounted on the sides, the windows etc, all those miniaturized details: remove them all, and no one will think twice while glancing at the cruiser.
  12. Hey guys, I was digging through the server statistics to find some information on what works well in the current gameplay meta and what should be avoided. Turns out, Siege and Hostile Waters are the least played maps (especially HW), the only maps less played are not in the default rotation but admin-triggered special maps. So while I won't be able to do major reworks on these maps, I cannot help but feel the need to ask, given that these were my contributions, what the problems are within the gameplay on these maps today? For Siege I already know that most rounds end via time-o
  13. As you may have noticed in the recent update, a Kennel was teased. Of course, a Kennel would also mean dogs being included. This was quickly covered up on account of it being meant as a joke before getting to the real update. The Kennel icon alone did spark some interest, though we did not intend for that to happen. This is not to say dogs in APB are impossible. Chrono Tanks, MiGs, and Cruisers were impossible before, and yet here we are. What it really boils down to is how can we best implement dogs into APB? After some internal discussion, we have thought it best to ask you, the p
  14. I've edited my stream from last Saturday/Sunday games to highlight some of the great naval battles we had, enjoy!
  15. http://download.ccassault.com/museum/music/solomusic/Meltdown.mp3 Background is nonsense. Music is... I think not =D
  16. [blurb]The update everyone has been waiting to see![/blurb][thumb]thumb_apb.7.png[/thumb]Hello everyone! Welcome to the late night update! The update you've all been waiting for the past few weeks! I'm your host, Coolrock-o! I bring you an exciting new showing of what's been in the works for the past few months. Let me tell you, it wasn't easy getting this all ready for the fans that have been sticking around all these years. Be happy that Pushwall is here, otherwise none of this wouldn't be possible! I know I have a lot of you on the edge wondering what this is all about by now, so
  17. I just want to bring up a helpful advice that all land-attack seacrafts (Destroyer/Missile Sub/Gunboat) are actually really good against tanks. For the Destroyer/M.S, not only do they out-range every land unit except the V2/Strela/Redeye (yes they outrange Volk and Tesla Tank), they do damage equivalent to a mammoth tank, and their missiles track so they don't miss. The gunboat is even more effective in terms of damage. It has shorter range but has the DPS of a phase tank. Players should consider using ships to counter land units more going forward.
  18. These would have been useful years ago but tomson extracted the 3D renders you see in PSX RA''s game stats screen spinning around which makes a nice reference for any modeler since it shows the sides and backs of all the buildings and units you never see. though they are only 64x38 some stuff can still be made out though they have a odd perspective. Also some structures like the War Factory have things never seen in-game or cut scenes like having chimneys and Soviet Barracks having a back door but the Allied tent doesn't plus others. psxscorescreen360renders.zip
  19. Hey Guys, this is my second attempt at making a map for A Path Beyond. My first attempt ended sadly when my first computer (JC9000) bit the bucket, that computer ran faithfully from 2002 till a few years ago, oh well. I am getting back on the bike and trying again. This time with a more power computer, and many many back up saves. So like all good maps, I needed some concept art. Anyways, then after drawing inspiration hit me! Allies and Soviets fighting over a gem site. Its a start, but then I realized this map would be a worse sniper disaster since the least liked
  20. For those who have played Siege a decent bit, what do you think of the different roles these two Soviet air units occupy? Do you feel one eclipse the other? Or do they complement each other?
  21. Hey guys, I figured that it is time for a new thread since this is no longer an "uncategorized" project! This is an upcoming Red Alert: A Path Beyond core gameplay level, and for the first time, this is a mission set on US soil. But as I do not wish to spoil everything in advance, I will keep the remaining information such as the background plot close to myself until release... But here is what I CAN share! The level features a large number of 4096x4096 diffuse textures, created from real photography and edited by myself. All photography was paid for, as I could not have tak
  22. Red Alert: A Path Beyond Update General Stealth shaders have been re-enabled, and there is now an option to disable them if they are hindering your performance (Extended Options -> Effect Shaders Enabled) Infantry Grenadier No longer available to Allies No longer available without a Barracks Price down (200 -> 160) Mechanic Health down (70 -> 60) Speed up (7 -> 7.5) Rocket Soldiers LAW back to being non-tracking and 100m/s LAW/RPG splash damage up (22.5 -> 25), radius up (6 -> 6.5m)
  23. TK-421

    Is there

    Is there someway for you erase achievements because I have no recollection of doing the following: For King and Country Knight in Foreign Armor Mobile SAM Elite Soviet Defender Let's Make A Steal Dominatrix
  24. what would be a good keymapping set for a playstation controller i am using antimicro i bought a logitech that has analoge sticks so that should make it easier the software can select one button to switch from keymap to keymap https://github.com/AntiMicro/antimicro
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