Guess they're not included in the game. They should, they're good models Updated the link to include Misfire's tankbaricades Try with the new link X
Some very early feedback (ignore until we've played a good round on it): BE Could use a bit more building space in their immediate main base. Outer Ring could use more refineries (depending on the ideal player count).
Ah ffs i that this engine Well those were all the materials that i know are used Link offline, will try again in a few days if i find a way to tell which materials it uses.
Found the materials i think, there's a new download link: https://www.dropbox.com/s/wfgya33gw2irrnh/emp_fury_rc1.rar?dl=0 The .res file is getting ridiculously long though, so much room for syntax errors Edit: off to bed, i'll be offline for at least 20 hours Stuff like the BE build space will be for RC2, the models i hope to have fixed though
For RC2 you might also want to put vehicle clips at the entrances of the middles' infantry paths, BE jeep can make it through almost all of them and NF jeep can make it through one of them. I heard someone mention something about pakrat to include files in the .bsp might want to look into that? Alright, looks like you did it!
Was unsure about the vehicleclips. A jeep isn't the biggest problem there, especially not if it's a hassle to get there. Depends on what is the most annoying option a) getting there with a jeep annoying the infantry b) hitting an invisible wall with jeeps It's definitely an option Btw concerning resources and strategy ... it's indeed up to playtesting. I like the setup as it is: x6 income from the outer circle x6 income from the middle however since x4 are used at mapstart, that only leaves x2 to gain in the outer circle, making middle 3 times more interesting for res income at map start. however building placements and vehicle combat, and therefor winning the game, can only be done in the outer circle, so both are equally as important for different reasons I'm curious to see how the map will get played. No idea if this leads to good gameplay. This is the first time i just started with something, no thinking involved.
For those of you too lazy to look at it yourself, here is a small preview: I just hate fighting jeeps since it's almost impossible to hit the drivers. Yeah the outer ring is a bit bare but like you said, good luck winning without it. Which is why we need to get a good feel for the map before changing it.
Looks and plays amazingly. There is one problem I noticed, the skybox doesn't match the actual world displacements as seen below.
Yeah thanks for noticing ingame, took a screenshot and put it in my to do list Also found a displacement floating so you can crawl underneath Also doesn't the minimap automatically show the gridnumbers like A1 to E5? It seems like i have to add that to the image itself
He means like this on each of the squares like a lot of maps do. Yes you have to add the manually to the minimap's image. I'm also happy to report that with this new 200mbit/s upload everyone finished downloading the map in under a minute, hooray!
He's referring to this : https://www.dropbox.com/s/tb7tfe7zhgg0fle/螢幕截圖 2017-05-14 07.31.28.png?dl=0 Also it's inconsistent, some maps have it (isle, streetsoffire ..etc), some maps don't.
That has never been a feature indeed, the maps that do have those grid markers had them added manually.
Nice! Also yeah i'll be adding the numbering. When X was telling all squads where to go I was like "where is B2". The thing said i was in B3 but the spawn was either in D2, D4 or B4 depending on where the numbering starts, so i couldn't figure out what was what. Glad i could follow Paradox ^_^ Stupid me realised too late that B3 was referring to my spectator viewpoint, ... which indeed was B3 If i never had this problem in the past, it must be because i knew how the minimap worked, but after all this time i had no clue. Same must be true for many new players.