RadicalEdward2

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About RadicalEdward2

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    Colonel
  • Birthday 04/15/93

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  1. (Mountain) Factory

    Also, a little detail I'm happy about is that the infamous glitchy texture is finally gone. 2015-2018 ♥ HOWEVER!!! Opening up the room behind it revealed that (like many windows and doors in the game) it's not real If you guys happen to have some assets laying around that match design of the kiln, I guess now would be the time to use it. Or wall off the section of the room directly behind the kiln to create the implication that the factory is real lol
  2. (Mountain) Factory

    I already posted all of my issues in both Desji's topic and the prototype one but, I'll repost the new issues here. D-1 is suffering from the same issue as old A-1, A-2 attacker spawn, and new B-2 attack spawn. The shear lack of cover on-route from the spawn. I highlighted where map is needed via where I've died the most. Keep in mind, a damning aspect of the gameflow leading to D-1 is that there is no cover leading to it. The D-1 attacker spawn can be camped by both D-1 and D-2 defenders simultaneously. I would have provided screenshots of me being shot by D-2 campers while traveling to D-1 but, I was too dumbfounded to even lift a finger to hit the screenshot button This may be the first instance in which I've seen attacker deployments being camped by two Capture Points at the same time. This issue (as well as B-2's issue) need to be resolved in the next hotfix (if possible). Also, C-1 attacker spawn makes no sense. I know its not Desji's fault that there's only one deploy zone for Capture Points but, could someone (anyone) in the office look into making this a thing? I've been saying this since Garman and the lack of the system is tarnishing all of the work Desji put into beautifying this map. I know I'll probably get the counter-argument that "the defenders will just camp both of the deploy zones" but, at this point, what won't players camp? At least by implementing two active deploy zones, the gameflow would become less predictable (with all Assault maps) and defenders will have a lower success rate with suppressing both deploy zones due to the "need" to spread their forces thin. Here's a pop culture analogy, imagine if Jurassic Park had a backup generator to keep the electric fences online. Spawning in Heroes & Generals (now) is like choosing to have one generator.
  3. Factory Map Revision (Adding 2 new attacklines)

    D-1 is suffering from the same issue as old A-1, A-2 attacker spawn, and new B-2 attack spawn. The shear lack of cover on-route from the spawn. I highlighted where map is needed via where I've died the most. Keep in mind, a damning aspect of the gameflow leading to D-1 is that there is no cover leading to it. The D-1 attacker spawn can be camped by both D-1 and D-2 defenders simultaneously. I would have provided screenshots of me being shot by D-2 campers while traveling to D-1 but, I was too dumbfounded to even lift a finger to hit the screenshot button This may be the first instance in which I've seen attacker deployments being camped by two Capture Points at the same time. This issue (as well as B-2's issue) need to be resolved in the next hotfix (if possible). Also, C-1 attacker spawn makes no sense. I know its not Desji's fault that there's only one deploy zone for Capture Points but, could someone (anyone) in the office look into making this a thing? I've been saying this since Garman and the lack of the system is tarnishing all of the work Desji put into beautifying this map. I know I'll probably get the counter-argument that "the defenders will just camp both of the deploy zones" but, at this point, what won't players camp? At least by implementing two active deploy zones, the gameflow would become less predictable (with all Assault maps) and defenders will have a lower success rate with suppressing both deploy zones due to the "need" to spread their forces thin. Here's a pop culture analogy, imagine if Jurassic Park had a backup generator to keep the electric fences online. Spawning in Heroes & Generals is like choosing to have one generator.
  4. Factory Map Revision (Adding 2 new attacklines)

    Hopefully my suggestion sees fruition in an eventual hotfix
  5. Paint your Panther - and more!

    LOL RedBjarne looks weird without a beard
  6. Ways to Fix Town Assault (images and notes included)

    They're silently listening. They're just not saying it. I am still working on a C-4 revision but, its nowhere near finished. It's still in a concept stage drawn on actual paper lol
  7. "Battery" Skirmish Map Concept

    @Sjf0212 First preview of Battery's hilltop Capture Point Reference: Making assets from scratch is hard work but, I pushed through it! Here's a screenshot from when I was making the trench component: I still need to make the corners and the faux terrain. For the Anti-Air guns, I'm probably just going to use that prefab Flakvierling that I've been using on every map. Anywho, going back to the actual design... I was going to try making the tent in the center of the emplacement entrenched with an inner tier of trench walls surrounding it. It wouldn't really make all that much sense having the tent elevated where "imaginary skirmish fighters" can bomb it but, if the map was designed exclusively based on what classes were able to play the map, then, the map wouldn't be all that interesting now would it? That's why the slightly wider side sections of the entrenchment will have 2 AA-gun installations. The tent is pretty bare-bones because its a placeholder marker for where a Beta style skirmish tent would be located. Eventually, I'm going to attempt to recreate the old trench bunker so I can see how it would look in the center.
  8. Test Factory Map Update On Prototype

    Did it! Only took me 34 minutes
  9. Test Factory Map Update On Prototype

    Don't lock this yet! I need to draw one last mock-up of things that need fixing
  10. Mountain Town Spiritual Successor

    Mother of god ♥ I like how the map shows where the Retox engine gives up on generating flora and water
  11. Friday Fun Post: Vehicle Gameplay Update development video.

    I'm the Walrus. I am the Walrus. What were we talking about again? How about the tractor but, give all of the stats of those vehicles to the tractor FOR said amusement park
  12. Test Factory Map Update On Prototype

    Did you play the map yet? It's actually a Factory now.
  13. Test Factory Map Update On Prototype

    The clearing between B-1 and B-2 could use some boulders for cover.
  14. Test Factory Map Update On Prototype

    Oh you~ uwu I actually have been bothered to spend hours working on maps for other things and I have tons of fun doing it One could only imagine how much fun I would have spending countless hours working on maps for H&G with Desji
  15. Test Factory Map Update On Prototype

    Funny you mention that. I typed up a follow-up application the day before they announced the opening and when I discovered that an opening for that position was posted, it turned out that I met ALL the qualifications Give it until March