Page 1 of 8

cnc_onslaught (Now Accepting beta testers, PM me)

Posted: Sat Aug 25, 2007 12:57 am
by Angry
This map runs on ANY hl2:dm based game including, OC, Gmod (9 & 10), hl2:dm itself, Follow freeman andSynergy aswell and many others (Even outdated ones like timcoop)

You can find the old thread here:
http://forums.facepunchstudios.com/show ... p?t=261109

As you may know this is Tiberium dawn themed (CNC 3 SUCKS!). Which means the original, FIRST command and conquer game. Excel has started on rebuilding the rts build system from scratch, currency that you make is now centralized into a team bank account, allowing you to purchase weapons from vending machines, and buildings from your teams construction yard.

The dreaded TO-DO list:
- Get the RTS system done (100%)
- Get the terrain for the map done (100%)
- Get the onslaught horde added (40%)
- Finish up and add little touches on some parts (70%)

Videos

LATEST AWESOME VIDEO:




(Current)

(OLD)

Here's some comparison screens of what we have so far:


OLD conyard
Image

NEW Conyard
Image

Original Conyard
http://www.r1ch.net/old/c&c/image/conyard.gif

Refinery
Image

Original Refinery
http://www.r1ch.net/old/c&c/image/refinery.gif

Old straight wall
Image

New straight wall
Image

Old corner wall
Image

New corner wall
Image

Any ideas or reference pictures would be great. we need help with the buildings, any capables please do so.

Posted: Mon Aug 27, 2007 10:11 am
by fug4life
Well I have to say it's an interesting idea, hope you pull it off, I liked the base wrecking mercanary you used to be able to send in to level the place. Can't remeber her name...A something...

Posted: Mon Aug 27, 2007 1:42 pm
by Angry
Hope we pull it off? This stuff is easily doable in hammer, if you look at the old video, you can see the previous attempt, we did it, but a fatal crash bug when trying to add the NPCs halted the project just before release.


Now that we know how to do all this stuff we're pulling out all the stops, HUD counter, vending machine, C.D.S., centralized resourcing.

Posted: Tue Aug 28, 2007 1:35 pm
by skidz
Love this kind of stuff, hammer over code ftw!

Posted: Thu Sep 06, 2007 11:53 pm
by Angry
Hey, angry here

Were finishing up getting the Standard buildings up and purchasable and should be done within the next few days. A video will follow when they are finished.

Posted: Fri Sep 07, 2007 12:36 am
by fug4life
Good, good!

Fug awaits more...

Posted: Sun Sep 23, 2007 10:05 pm
by Angry
Quick update:

Good news everyone, I just finished setting up all the tech 1 buildings with the Crate Deployment System. Excel is the sole architect of the map's RTS and crate purchase system so when he gets his ass online I'll have him finally get that setup. So in the mean time there is only one crate for each, here's what I made, my Uber fortress... that only has... one side... *Dies a little on the inside*


Image

That building in the back is the tech center, the interior of which is not finished. If excel gets on and finishes the Purchase system we will have a nice video either today or tomorrow.

Posted: Sun Sep 23, 2007 10:14 pm
by Hell-met
Interesting non-generic gameplay ahead

Posted: Sun Sep 23, 2007 10:17 pm
by ViralHatred
Dislike the conyard compared to the Refinery :P

Posted: Sun Sep 23, 2007 11:14 pm
by Gandorques Hikla
I should hate you because I wanted to create a RTS Map sometime. xD
But anyway: Great work this far.

If you need help ask me, I have some concepts of RTS Systems for Maps.

Posted: Mon Sep 24, 2007 6:37 am
by Shana
All brushed? i smell a cutlinked list overflow error, you should make this stuff into models, the engine tend to crash with too many brush entities rendered at once.

Posted: Mon Sep 24, 2007 1:56 pm
by Angry
I have no art team, getting the models collision boxes and the like is even more of a annoyance.

Every building is fairly simplistic and is tied up as a func_brush

Posted: Wed Oct 03, 2007 4:45 pm
by Angry
Ah, what's this? an RTS system in MY map? It's more likely than you think.

Image

Image

Apparently, while I was gone Excel left me a massive offline message on MSN, containing the finished RTS system. Please ignore the button textures for they are the old ones.

Posted: Wed Oct 03, 2007 4:59 pm
by Gandorques Hikla
Its maybe better if you work with Squares, if you put the Buildings around everywhere Walls can have leaks between each other.

Posted: Thu Oct 18, 2007 1:29 pm
by Angry
Meh, I was hoping to come out with a whole video but research is borked so it's gonna get sent back to excel, in the mean time I've been working on the combat patrol buggy. Also, War Factory

Image


Image




Two issues, one I can't come up with a good way for the passenger to stay the frak in the back gunner basket, Player clip boxes don't work at even slows speeds, because source doesn't seem to update collisions fast enough you just clip through the damn thing, son of a bitch!

And two I hooked multiple generic ambiance up to it, however the firing sound hooked up to it keeps looping after you fire it for the first time, it's ot custom everything, reload sounds, manning sounds, firing etc.