RadicalEdward2

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About RadicalEdward2

  • Rank
    Technical Sergeant
  • Birthday 04/15/93

Faction & Soldier

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    Germany
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    All types

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  1. On the topic of fluorescence, I honestly like how the old lighting looked as opposed to how it does now for night time. I know these are really old screenshots but, they look better than how it does now. I won't say any more on the matter though because it doesn't pertain too much to the current topic (aside from the fact that the pines look like stained glass in-front of a spotlight at night. To be completely honest (and rather blunt at the same time), the "old" screenshots shouldn't look better than the newer ones and if I was to tell someone to guess which screenshot is newer without having them ever play the game or know about it (which I MAY or may not have already), they would say that they thought the screenshot at the bottom (the most recent one) was from the earlier build (which all of the people I MAY or may not have shown these to already have).
  2. I've kind of grown tired of the "vibrant" autumn look of the trees and was wondering if it was possible to add the old tree colors back in as a random occurrence (like fog, night, or potentially precipitation) for matches. I remember when Garman (or the update before it) that autumn trees were given a bit more intensity and I remember how "wowed" I was by the various colors of the changing season and the anticipation of more cool things to come but, after a few months, I started to miss the old dark green-ish foliage. It would be nice if some matches used the autumn color palette while others might use the not autumn, less warm color palette. You wouldn't think it would make that big of a difference but, for those who weren't around prior to the launch, this is what the trees used to be like. I know I might sound like an old person by trying to hark back to the ways some things used to be but, I'm bringing this up as a way to add some variety to the already existing maps. I made some posts about how revamping some of the night lighting mechanics could diversify the look and feel of maps but, I also believe having alternating color palettes for foliage could contribute to that as well. I'm not saying completely scrap the Fall tree palette but, make it so that it's not Autumn all 365 days of the year for every war, everywhere in Europe forever.
  3. I think the only thing keeping me from hating the USSR is the fact that I can finally play Red Alert (the hypothetical situation where if Hitler was erased, the Russians would take their place in steamrolling over Europe). Sure, they don't have Tesla technology and flamethrowers like in Red Alert but, they definitely feel heavier than the other factions in H&G (and I play as all the factions).
  4. Thanks for clarifying how the bonus works because I thought it was broken. I saw a match where Russia got a 70+ Underdog despite completely outgunning Germany on Resources.
  5. I'm not sure how I went so long without addressing this but... The AA Gun at the bottom of the stairs of Town's 01 spawn is almost useless. It's impossible to hit planes heading straight towards it because the flak/bullets just hit the crates directly in front of it... ...and if the plane decides to fly by without dropping it's payload, you can't hit then either on the account that the entire immediate sky (where planes fly the most) is obstructed by an apartment building. You can't hit planes (fighter or paratrooper) when they're about to fly over you either because the building creates such a blindspot that by the time you aim upward, they're already flying away from you. Worst of all, the AA gun's location has such little strategic value that its actual existence is a burden on other classes. Tanks spawning at 01 almost always destroy the gun upon exiting the spawn zone because it's directly in the way of their exit path. When I say they destroy it, I don't mean intentionally either. The AA gun is just close enough in the way of the tanks path that the AA gun explodes every time they accidentally bump into it while trying to leave the spawn area. With all these reasons listed, I'm not surprised that no one uses it (aside from the occasional new player that mans it for maybe 15 seconds before they either realize how little functionality it serves or get liquidated by a rogue fighter bomb. I compiled a handful of locations where the AA gun could be relocated to with notes about each location. The former location can be further improved by doing this to give spawners a chance to reach the bridge without getting sniped: Ideally, this riverfront quay should connect directly to E4 from under the bridge. Connecting the quay to the dock would help E4 dock from looking so out of place. Also, the E4 dock doesn't have any actual immediate access to the river because it's all walled up.
  6. My tank was just destroyed with a mine in the Mountain Town 02 spawn. -snipped for name and shame- The US never had control over 02. The mine was placed while I was still in spawn. Also, attackers still sit behind 02 spawn and fish defenders running out of spawn.
  7. I'm not saying place one at all the suggested locations. I said to move it to one of the suggested locations where it can actually serve a purpose. That AA gun lost its functionality then they redid the layout of 01 spawn.
  8. I would admit paraplanes are relatively easy to take down but, anything operated by a competent non-AI pilot is a different story. I feel like the reason for placing the AA surrounded by junk was to keep the gunner from getting sniped but, it performs "too well" in the sense that the gunner can't even shoot anything but, paraplanes.
  9. @Astrolite and @Reto.RedBjarne (tagging him because he probably already was your idea and I just wanted to save us all before its too late) The issue with that, is sometimes people don't want to play War (especially when their faction is eating dirt). Staged is where players go to unwind. Especially tankers (and paratroopers) when there aren't any War matches with tanks (or planes or paratroopers) involved. Taking away the ability to go to Staged when War matches aren't readily available gives players a reason to log out and play something else. In-game population-wise, that can hurt the game pretty bad (considering the War matchmaking queue can go as high as 7-10 minutes) because if people can't get into Staged, then they sit in the War queue. If the War queue takes too long, players log off because they can't mess around in Staged while they wait to give the War queue another try. Players log off means less players in both War and Staged. Less players in both Staged means less players ranking up to play in War. Less players in Staged stunts the growth of War population. It's a massive domino effect that could ultimately kill the game. No players = No profit & No profit = No H&G Imagine playing Super Mario Bros (on the cartridge) where after you played the game a certain number of times or beat the game a certain number of times, you couldn't play World 1-1 because the game thought you were so good that you shouldn't be allowed to play World 1-1 anymore and even if you reset the game, you couldn't replay 1-1. Could you imagine where Nintendo would be today if they implemented that back in 1985? You can't just strip game modes away from seasoned players just because new players can't learn that running out into the open will get them shot (or some other elementary level common sense). Sometimes, even experienced players go back to Staged because they don't want to have to deal with the stress of entering a War match to discover their squad leader can't give commands or aux seats but, half the team is also AFK. If we're going to be really poetic, "Staged" is the equivalent to going home after having a manager that's worked at a job less time than you tell you how to do your job (War mode). Removing Staged from the "pro" players (who are also probably burnt out) is like saying "Hey! Who said you go home and lay down? You can't leave work unless I fire you or you quit!" If that doesn't paint a picture for you of what holding new players' hands for their trip to "Baby's First Skirmish" would have in-store for the game, then I don't know what will. Long story short, if a new player can't learn like they do in school, then they get left behind. Don't coddle them.
  10. The AA Gun at the bottom of the stairs of Town's 01 spawn is absolutely useless. It's impossible to hit planes heading straight towards it because the flak/bullets just hit the crates directly in front of it... ...and if the plane decides to fly by without dropping it's payload, you can't hit then either on the account that the entire immediate sky (where planes fly the most) is obstructed by an apartment building. You can't hit planes (fighter or paratrooper) when they're about to fly over you either because the building creates such a blindspot that by the time you aim upward, they're already flying away from you. Worst of all, the AA gun's location has such little strategic value that its actual existence is a burden on other classes. Tanks spawning at 01 almost always destroy the gun upon exiting the spawn zone because it's directly in the way of their exit path. When I say they destroy it, I don't mean intentionally either. The AA gun is just close enough in the way of the tanks path that the AA gun explodes every time they accidentally bump into it while trying to leave the spawn area. With all these reasons listed, I'm not surprised that no one uses it (aside from the occasional new player that mans it for maybe 15 seconds before they either realize how little functionality it serves or get liquidated by a rogue fighter bomb. I compiled a handful of locations where the AA gun could be relocated to with notes about each location. The former location can be further improved by doing this to give spawners a chance to reach the bridge without getting sniped: Some crates there would help too.
  11. Just thought I'd give an on where I've been for the past 3 weeks because I hate keeping you guys in the dark. For the past two of the three weeks I've been working on some really rough drafts for a coastal skirmish map set in a fishing village. It's been pretty tough because I'm used to getting right down to business with making the "physical" version of the map or drawings but, it's a pretty good challenge to help improve my map making skills. I know I previewed that other model based on that ghost town. I'm still working on that one but, I had a sudden spur of the moment idea to work on a second coastal map to coexist alongside it. Here's a screenshot of what I planned out so far: I'm totally aware of some of the potential flaws with it. For those of you concerned about a repeat of the Town D4 bridge dilemma, the rivers I placed are supposed to only be as wide as the one found in Village Skirmish. I placed the shallow crossing areas on the obscured side of the bridges to make it less likely for snipers and tanks to camp spawning units attempting to enter the village. Here's a rundown of the three Capture Points: 1. A large marketplace/wharf with beached boats and merchant stalls (similar to the wharf stealth section from Wolfenstein: The Old Blood) 2. A small intersection of four one-story houses with the radio potentially being in the center surrounded by sandbags and crates. 3. A barn similar to the one used for Forward Airfield's B3 barn except the "front" door is facing away from the river so snipers (again) can't camp the enemy spawn point. In a weird way, it's like a bizzaro version of Village Skirmish where instead of the river dividing the CPs in half, the river sandwiches it and the entire Capture Point and spawn layout is flipped horizontally. The center of the village is supposed to look jumbled with all of it's dirt pathways because I wanted the village to look like it didn't have the foresight to believe that automobiles would become such a widely used utility; essentially your typical early 1900s European village clinging to its older ways of life while the rest of society moves on without it. Eventually I'll post some fleshed out versions of this map. Oh, I've also just recently started experimenting with the Unreal engine Developer Kit. At some point, I might post map concepts with fancy lighting engines and filters (at least as much as my laptop allows me to without killing it lol ) I've also been messing around with the OpenRA map editor for Command & Conquer to see how it differs from the version put out by Westwood Studios back in the 90s (I won't talk too much about that because I'll get too far off-topic). So that's what I've been up to. Again, sorry for the long gap since my last update. I'll try to post with more material at a later date.
  12. I'd prefer to keep it exclusive to my stuff as to not over clutter things but, suggestions on how to improve my stuff is always welcome. I'm planning on building upon the original image at some point but, I've just been all over the place making assets from scratch since I don't have the smörgåsbord of template buildings the devs have at their disposal. I might just draw up more detailed sections of my initial drawing to give a better idea of what the annex could have in store. @axerfan The Police Station is nothing more than a copy paste of the "manor" (if you could even call it that). If there was any holding cells, they would probably be in area of the building with windows...that don't have rooms or doors to make them accessible. As I've stated time and time again, none of the buildings make even the slightest bit of sense. Even the buildings that have names attached to them don't even serve their actual purpose. Heck, I'm surprised the gas stations in-game actually have gas pumps lol On another note, I noticed some boxes were added to the church hole on the mausoleum side. Could have used rubble but, it's something for now.
  13. I get where you're coming from with that but, it the detail comes in the form of the tombs. I'm am aware that most of the maps aren't like this but, that's part of what makes them cancerous and begging for improvement. I understand that not all places in a war game can be tightly packed like other ones but, Heroes and Generals has so many unnecessary open space that it's almost a bad habit; one that needs to be broken. I know the scale of the cemetery kind of feels out of place but, so does the rest of the empty space behind the town. Going with your painting analogy, it's like creating a drawing or charcoal image. Until you train yourself to break out of the comfort zone of using outlines, you'll never truly learn how to further develop your skill with drawing or painting; a lesson I learned in Life Drawing (the one where you draw naked people). That same lesson applies with the abundance of barren open areas on all of the maps. By breaking away from the set mentality of "this is how maps are" and "this is how maps should be", Town (or any of the maps) will never see their full potential. If we were going to be completely honest, every building in this game and in real-life cause a hard transition. If every map was as uniform as a theme park with designated "lands" like Magic Kingdom (with it's Tomorrow Land, Fantasy Land, Adventure Land, and Frontier Land), that would be even weirder. In the case of Town, the cemetery I made at least makes more sense to the actual theme than the crosses from the end of Saving Private Ryan in Forward Airfield's cemetery which shouldn't even exist until after the war lol In my initial post with the cemetery, I stated that I didn't bother with modelling in anything beyond the proposed cemetery (referring to the rest of my initially proposed annex) because that would be too much of an undertaking (for the devs, not me) for the time being. Instead, I wanted to just tackle the issue of the open space, snipers, and spawn campers behind the church because it shouldn't be too daunting of a task to implement in-game. Asking Reto to make the entire east section to the Town all at once would be far too much but, doing it in small pieces however, that's a different story. Expanding the cemetery could be the first step needed before building the rest of the Town. Little by little it could be added onto until they find the cut-off point in terms of how much the game's engine can truly handle. This reason is one of the main obstacles that's keeping Town from growing. With how much players are already complaining about how "the games not optimized", one would see why it's so difficult for them to figure out how to improve maps without sacrificing performance. Also, going back to the image of the Cemetery from Wolfenstein, that's just the opening of the level. Everything else is a claustrophobic nightmare (but fun and functional at the same time) filled with narrow crevasses, hidden passageways, and very few open spaces. I'm not saying this stuff to sound cocky either. I actually designed the pathways of the cemetery to have enough for jeeps, bikes, trucks, and even tanks can navigate through it without getting stuck or wedged along the way. I take 100% of the blame for not including size comparisons to show just how much space there actually is in the cemetery. With that said, here's a Tiger I and a person standing next to it to show how much clearance the pathways provide. And here's the Tiger with it's highlighted entity box to show how much space it has while passing through the right corner opening. The Tiger model was exported from the SketchUp Warehouse (the software I use's repository where all of the users post their creations). Judging by it's size in relation to the default template person provided by the software whenever you make a new model, I would say the scaling is spot-on to how it is in-game.
  14. Oh I HATE the inside of the church and how nonsensical it is. If I was the one working on it, If the catwalk was to serve a purpose, then there should have been a passageway on the second floor leading into the left or right bell tower. The far end of the left second floor rafters doesn't go anywhere. They could have even converted the entire open area on the second floor left side into a storage room suspended above the chapel itself. And yes, the church (all of them) need rubble. People keep complaining that they can't climb through the holes in the church but, that wouldn't be an issue if they made some rubble piles beneath them. I'm sure the dirt crater asset can be copied and re-purposed as a rubble pile using some of the debris fragments strewn about the church as compliments for it. Real props would be nice too. Like pews and a piano or an altar. As for the cemetary, it's supposed to be cramped. It's based on a real one in Paris. I opted to make the cemetery really compacted so it could both provide spawning defenders with cover but, also add some new forms of close-quarters combat that isn't limited to sitting at the top of a staircase or an attic. While the mausoleums might look tightly packed, they actually should have just enough clearance for infantry to squeeze through. I actually got the idea of this tight mausoleum style of CQC from the Old Cemetery section of Wolfenstein: The Old Blood as well as the Cemetery map from the old PC RTS, Army Men 2 (sadly can't find any screenshots of it). The narrow and limited view from inside of the cemetery would give a leveled playing field for both attackers and defenders as either side could sneak up on the other without being completely untouchable. Paranoia is a fun element to play on (especially in a War game where someone can be lurking anywhere to get you). Part of my idea behind it was it would give a better idea of how old the Town truly is by showing just how many people were crammed into that small necropolis. I chose not to bother with terrain because I'm not being paid for any of this. It's all a labor of love where it depends on if they see my work in the end. At the same time, the terrain didn't really play too much of a role in the area I covered as the back area used to be less bumpy (from what I recall). Also, I just saw your other post when I was typing this so I'll just talk about your revision in this one. So the flowers, I like the idea of floral installations but, I don't think it should take priority over gameplay. The primary purpose of the tombs lining the main pathway was to provide cover for attackers trying to use that gateway. The tombstones closest to the church's rounded buttress (heh butt) was to provide some small protection in case attackers managed to push up to the stone wall. I would admit the rubble placement is pretty good but, still not feeling the flowers because it could (in theory) become too taxing on the game and cause lag. Based on what little knowledge I know about game engines and from the ones I experimented with, I know that when multiple particles/sprites are clustered together in concentrated areas, it could hurt the game's performance (depending on how optimized the game's graphic engine may or may not be). However, I wouldn't be opposed to seeing a bouquet or two in vases on the steps of some of the tombs. And for your last question, because I was having too much fun making the darn cemetery and imagining how fun it would be in-game, I think it took maybe two days. I think I said how long in the initial post but, it could have been more or less. I also saw someone mention how the front of the cemetery looks sad by comparison and I would definitely agree. I would say get rid of it and instead put more shrubberies and trees out front. The last thing anyone wants to see is a cemetery while they walk into their place of worship. I could be wrong though. There could be some churches in Europe with graves in the front but, in terms of THIS town, it looks more like it's there exclusively to provide cover and nothing else (which is why I say, get rid of it).
  15. Instead of that, I would say maybe add a wooden dock extending out of the E4 "dock" and maybe a small plank bridge that connects the "dock" to the small islet and the E3 side of the river. Kind of like the weird bridge that used to be in the REALLY old version of B4/B3