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Henk

[Level] [Map] CNC-Tunnels

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You were asking me about the map :P

I've fixed the vehicle breakdance this afternoon.

I'll fix the other things tomorrow, busy with school stuff now. And maybe you will have found more bugs by then.

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13 minutes ago, Henk said:

You were asking me about the map :P

ofc I did, but my plagiarism of Torpedo Boyz - Are you talking to me? sounds much better :P

 

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Alright guys,

@Henk just got some more screenshots with stuff to fix. We think we're done testing for now. [though we'll probably do some more anyway..]

But.... we can expect a bug-free Tunnels release with the upcoming patch! :x

l0MYI1iHuLwHmJVFm.gif

:x:x:x

Guess I'll upload more GIFs soon :P

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ah how lovely, you even made GIFs xD

But the problem is solved now, hold on to that version if you still want the vehicle breakdancing. Organize tournaments about who can make the sickest jumps and stuff.

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Posted (edited)
29 minutes ago, Henk said:

But the problem is solved now, hold on to that version if you still want the vehicle breakdancing. Organize tournaments about who can make the sickest jumps and stuff.

thats a nice idea :D

at least you can train this as the breakdancing is not random but triggered by the collisions corner. Rest is determined by vehicle physics, impact angle, maybe speed.

and some jumps are just great :)

But as you do now know how to create Breakdance spots in the first place I guess you'll avoid them for your next map poject :o:(:P

Edited by DarkSn4ke

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You know Henk... I :x Tunnels. It's my personal custom made favourite.

And others like it as well ;) [from what I've head in TS]

But.... we didn't look for release bugs yet xD [you never know...] I found some possible breakdance spots on other maps. But Tunnels is unrivalled in that aspect.

But someone else could write *real* feedback / a review about Tunnels ;) Maybe @CampinJeff or @Quincy or someone else with more tactical RenX knowledge

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Played a good game on it yesterday, full server, 40 minutes, both factions 2 buildings down, but Nod dominance most of the time, we (Nod) eventually won by multiple nukes and lots of airdropped APCs.

A lot of people said they liked it, some people on GDI didn't and said it was a total Nod map, but I'm not so sure about that when it took us 40 minutes and it was pretty even for a long time.. I think having played 1 game on the losing side is not enough experience to get a definitive opinion on the map. 

Only thing is maybe the front base entrances being a bit too wide making it very easy for Stanks to move in, but you do need to kill the GT before being sneaky with a stank becomes effective, and the GT is pretty safe from being sieged.

Some said the openness gives stealth an advantage, but it also gives GDI's heavy armour tanks, and the long range Gunner a good advantage, Patch too to some extent. So conclusion, I don't know for sure yet, it's difficult and there's many different aspects, and you can never draw conclusions from just 1 game.

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I've heard about that match in TeamSpeak (while testing Eyes xD)

I don't think Tunnels is imbalanced in favour of Nod. Yes, Nod has strategic advantages (fast 1st harvy, possibility to use scary LTs right away) but there are plenty of GDI tactics to counter that... Problem in public servers: team communication ;)

and people have to get used to the map first. or at least to the changes... :D

And... seriously we have to wait for 30-40 players PUG Tunnels matches. Then we'll see much more strategic gameplay (at least I hope so xD).

 

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Agreed, even better if the PUG players have all played the map a couple of times before. And by the way, the amount of time I saw Stealth Tanks cirectly behind the GDI Ref (checked on the map) without them being detected was huge. GDI should have had a patrolling APC since their GT was down.

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Hey @Henk,

we've missed some things during the pre-release testings of the current Tunnels version.

Sound issue (destructibles covering HoN tunnel):

You can hear the sound of the wooden planks getting destroyed anywhere on the map. Guess the sound settings are set to infinite range (as Ruud did on CrashSite with the Scin ship doors?).

Spoiler

StuckAtGDISniper.jpg

 stuck at GDIs sniper perch
StuckAtNodSniper.jpg

stuck at Nods sniper perch (no full stuck though)
StuckGIDWF.jpg

stuck near GDI WF (yeah... very unlikely someone gets stuck there, but people do stupid things :P)
Floating.jpg

hardly noticeable on this screenshot, I'm standing on a collision - for others it looks like I'm floating.

Regards,

Sn4ke

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