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			| C&C FieldTS [message #55490] | Thu, 20 November 2003 07:10  |  
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				|  |  Aircraftkiller Messages: 8213
 Registered: February 2003
 
	Karma: 1
 | General (5 Stars) |  |  |  
	| I'm doing this in memory of Lynne, put my other projects for RenAlert on hold for her... She loved Field, her favorite level for Renegade that was made by Westwood Studios, so I figured I'd remake it... Since she usually loved the remakes I did. 
 This one is going to play a lot different than Field did.
 
 Defense\Offense:
 
 All the structures, as usual, have underground conduits attaching one base's structures together... With the exception of the Airstrip.
 
 This is where the infiltrators will have fun. All the "footblockers" that people like to "wallhop" over are gone, so you can run into the Refinery or the Infantry Barracks (Four doors, remember?) and either destroy that building... Or go for the gusto and take out the Advanced Guard Tower or the Obelisk of Light.
 
 No longer will it be "Who can camp the most to win?" but "Who can support their tanks while soldiers try to effectively take out enemy structures?"
 
 The only structure that isn't connected, because it isn't possible, is the Nod Airstrip. This is an advantage in a sense... You can't lose your Airstrip to a conduit attack.
 
 Various graphical improvements have been made... Usual Refinery\AGT\WF\Barracks\Hand\Airstrip texture improvements, ground textures\mountain textures are different and are tiled better, so a pebble on the ground isn't twice the size of your head... River was fixed up a bit, bunkers were changed slightly, waterfall has mist flowing around it when it slams into the river, plus spray coming off of it where the water falls down...
 
 The textures are more defined, so you can actually see the roads that make up Field, instead of everything looking almost the same.
 
 No more ghey spawn point in the Hand of Nod, either!
 
 GDI Infantry Barracks has bunk beds in it, on the second floor, with a GDI logo on the blankets...
 
 
  
  
  
 Might be done within a day or two...
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			| C&C FieldTS [message #55505] | Thu, 20 November 2003 11:01   |  
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				|  |  npsmith82 Messages: 525
 Registered: February 2003
 Location: England, UK
 
	Karma: 0
 | Colonel |  |  |  
	| Looks pretty fabulous Jon. I kinda agree with Try_lee, it should stay as a night time map.
 
 WOL: npsmith82
 
 For RenAutoComplete, RenSkirmish, RenBuddyList and RenWOLstatus please visit (IE) TheCodeSmith.com
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			| C&C FieldTS [message #55537] | Thu, 20 November 2003 15:16   |  
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					|  CnCsoldier08 Messages: 136
 Registered: November 2003
 
	Karma: 0
 | Recruit |  |  |  
	| wow ack thats great...i think t should stay daytime   so much cooler looking 
 WOL:tweekbee
 
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			| C&C FieldTS [message #55570] | Thu, 20 November 2003 21:20   |  
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				|  | IRON FART Messages: 1989
 Registered: September 2003
 Location: LOS ANGELES
 
	Karma: 0
 | General (1 Star) |  |  |  
	| I'm wondering how it would look in mid-late evening. 19:00-20:00
 Or even 18:00.
 
 Not like a Pitch black dead-of night map like how Field is now.
 And a partial moon would be a nice touch too.
 
 
  
 | Quote: |  | 
 Quote from IRC
 <[Digital]> get man_fucking_a_car.mpg
 <[Digital]> ah fuck wrong window
 
 
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			| C&C FieldTS [message #55691] | Sat, 22 November 2003 00:31   |  
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					|  Ferhago Messages: 1014
 Registered: March 2003
 
	Karma: 0
 | General (1 Star) |  |  |  
	| Or maybe hiding in the river. That would be nice too. I know technically there are blockers to keep idiots from driving into the river but cmon it would be so much fun |  
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			| C&C FieldTS [message #55862] | Mon, 24 November 2003 21:28  |  
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				|  |  Aircraftkiller Messages: 8213
 Registered: February 2003
 
	Karma: 1
 | General (5 Stars) |  |  |  
	| I'm finishing it up as I write this... Visibility solve is done, player spawners are done, etc... |  
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