RadicalEdward2

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About RadicalEdward2

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    Colonel
  • Birthday 04/15/1993

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    Germany
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  1. RadicalEdward2

    Easter eggs on maps?

    I didn't realize until after the fact that this was an old post lol
  2. RadicalEdward2

    Easter eggs on maps?

    There used to be teddy bears in the barracks on Airfield. Not sure if those are still there cause I haven't played in a while. Also, the paintings/framed pictures in some of the buildings in the game are actually old screenshots of the game from Alpha/Beta. The map spread seen on tables sometimes are actually outdated cause their old Beta versions of the maps their featured on. On the map Crossroads or whatever the tank map is called, one of the deploy zones featured a large unique building from a cut tutorial game mode from the Beta build called First Blood. I'm an easter egg on Factory. Behind the objective, there's a platform/foundation with a bunch of crates and piping on it and iron girders sticking out of it. Its a reference to a building concept I posted ages ago that the former level designer, Reto.Desji, included as a nod to the fact that I never finished it or sent him the final design of. In fact, the reason why there's the warehouse and tree planters (as a smoking break area) and the walled perimeter (albeit not finished) was my idea. Fun fact: on one of the days leading up to the release of the major Factory update, I actually caught him playing the prototype and got to play two matches with him. He was in the office after hours cause he wanted to see what issues would pop up with the map while the prototype was still active. The Airfield control tower is based on this miniature control tower model that you can probably find in a hobby shop if you look hard enough. The only difference is that its missing the radio control room at the top and one room in the back left (next to the crate) was removed to make room for the stairwell leading to the upper floor and the bottom floor was pushed inward to add a catwalk look less awkward. There used to be a completely different model for the control toward but, I think any reference of it is considered lost media cause I can't find any pictures or footage of it. Mountain Town's A-2 has a trench in front of it because the river originally was alongside it (with A-3 being opposite side of the river). The trench exists as a "fix" for a problem they replaced with a new one. The siren/speaker things around Airfield and Town used to play German propaganda but, now play the old H&G theme to comply with EU laws about representation of "you know who". There "used to be" camp sites around the map Hill complete with campfire pits and cooking equipment but, they were removed during the update to the Garman build of the game (the game's updates used to be named after figures in WW2). Again, I don't have any screenshots of it because I didn't think I would need to. For one or two builds, Factory had a "destructible" bush that would become a prop with physics. It has super weird collision and rendering for the leaves on it. Because of the weird physics, players would hide behind it and push it from capture point to capture point like a mobile equivalent Halo 3's bubble shield. It was later removed and probably served as a test for how the destruction physics would work for the bocage/hedges on Crossroads. Hill was originally going to have a windmill but, it was cut before the Garman update but the trail leading to its location can still be found if you look hard enough. This is more speculative but, Village (its not a village) might have inspired by the Van Gogh painting, Wheat Fields at Auvers with White House (1890) This parallels with the view of the "Chateau" CP when viewed from the opposite CP The notable details are the elevation of the wheat field, house, the tree in front of it, the shed/barn to the left, and the white and teal wall which is very distinct. The rolling hills behind (in front of the chateau) are noticeable depending on the angle you look at it from in-game. Its a very specific reference but, being an art major, its something I kind of just notice from art history courses. Also, here's that poster you mentioned:
  3. RadicalEdward2

    Why is there no UK side

    Big brain + Big PP play, merge the SU with the US and make them count not fight each other and instead just fight German so the SU can still get SU victories but, also not count as having fewer players and just call the US/SU, Allied instead. Or alternative MEGA PP play, pull and Command & Conquer Red Alert if the alliance mechanic is figured out and every few wars make it US/GE against SU.
  4. RadicalEdward2

    Why is there no UK side

    I mean right now, its more geared towards money to keep afloat (I'm assuming) since there's no one at the helm to work in any department beyond the ones for cosmetics; basically what they already had (sans a level designer). However, I'm going to stick by my guns now more than ever, if they listened to me sooner about focusing on maps, they would have been able to earn more good will from consumers to be able to make more than just cosmetics. Since they squandered the ability to make maps and even the ability to fix existing maps, they're locked soft-locked into cosmetics and new equipment development only which tbh is a pretty rough spot cause (again like I said for the past how many years now) without substantial updates to existing maps and the likelihood of creating new maps (coupled with the unlikeliness that anyone in-house is even attempting to learn their home-made level editor beyond the basics like I taught myself with other game devkits) they're scrounging for resources and unlikely to do much beyond that until they have the funds to get a new level designer. Tldr: No map guy making maps = less incentive for people to invest in the game New maps and map updates = the game is alive and being worked on IF the game maps are being worked on = Incentive to invest more money in the game Keep expectations low (and for old community members like me, lower expectations than that) cause a new faction or style of map ain't coming until they get out of this slump. Parallels/Analogies to get an idea for what I'm talking about: - They're kind of like the Friday the 13th game devs where the lawsuit between the creators of the franchise are stopping the devs from making more maps until the suit is resolved (its a long story) so they can only make cosmetics and can't make new maps so they're plateauing or slowly dying because they can't make substantial content. - SimCity game: you're slowly bleeding money and still trying to figure out how to slow/stop the bleeding before hitting red - Trying to win a match in Command & Conquer after the enemy took out your Construction Yard so you can't build anything but you still have war factory, barracks, and refinery (and that's it) - Age of Empires II: you lost your Town Center and villagers but, you have atleast 1 relic in the monastery, a market, and a barrack - You don't have insurance so you try to go outside as little as possible to not get sick I could go on but, I think you get the picture (I hope) 😅 If you want the game's situation broken down even further to see how deep the damage goes with the lack of map improvements or a "map guy" (level designer), read on. I decided to put the rest of my notes in a spoiler so this post doesn't look longer than it already is.
  5. RadicalEdward2

    New Map & Building Concepts

    I've considered experimenting with UDK but, the lessons I've been taking to learn it have been a bit slow. I've been using it with C&C Renengade X cause I wanted to learn how to make maps for that.
  6. RadicalEdward2

    New Map & Building Concepts

    Thanks. It was a rough and stressful job and not one I would want to go back to despite how good the benefits were unless it was in a different position. As for H&G, I'm still extremely grateful for the support I've received from this community and how people still talk about me. I don't wanna make things mushy but, sometimes its enough to keep me going because it shows that someone out there cares about my ideas ♥
  7. RadicalEdward2

    New Map & Building Concepts

    I'm trying. Not getting anywhere in terms of making a career out of it but, I'm doing modding. See the video I posted 😄
  8. RadicalEdward2

    New Map & Building Concepts

    I'm still alive. It's just nothing I have done can be implemented at this moment without anyone in the level design position. So I've been trying to sort things out where I can. Figuring myself out and still making maps. I would love to keep in touch with people who appreciated my work (especially with how things have been this year). I wanna create more stuff but, I just haven't posted cause there isn't anyone to really put the effort into implementing the work I made. This is a video I made and uploaded today: And below is the last concept I made from maybe a month or two ago: I uploaded it to the discord I think and sent it to the devs and got the same answers about how the resources to make literally anything aren't there yet (people that know how to use the software). I've also made some amends with RedBjarne after I had a big existential crisis over not responding to the last message he sent prior to his departure. Turns out he did message me in February of last year and it got lost ironically in the emails I received for the job I got in the US postal service (which I was later laid off from). But, yeah, if they eventually get their shite together, I hope to see this implemented with the bocages from tank map replacing most of the bush lines. The don't have a map guy at the moment so they're kind of...doing what I said they would (in the way I didn't want it to go). Doing literally everything else on the to-do list except working on the maps cause there's no one to work on them (or taking the time to learn how to use the editor "allegedly"). But the only hope I have is that they get enough funds to get someone to...learn the editor to do what I could have did for them 😅
  9. RadicalEdward2

    Post-Flamethrower Implementation Thoughts

    Your guess is as good as mine. I mean look at other big companies like Bethesda. Anyone can slip up.
  10. RadicalEdward2

    New Map & Building Concepts

    Seeing as how there is currently no news about new maps or substantial existing map changes, I thought it would be fun to have a map making stream for a hypothetical map (wishful thinking). I'm going to try making an Encounter map on-stream. Twitch: RadicalEdward2
  11. RadicalEdward2

    Bots shouldn't have Heavy Anti-Armor Weapons

    Yeah I hate when they do that. The fact of the matter is, obstructions don't matter to the bots unless its a solid object but, even with that logic, they would still actively seek you once you're in their immediate area (hypothetically 10-15 meters around them)
  12. RadicalEdward2

    Bots shouldn't have Heavy Anti-Armor Weapons

    I don't think they shoot at players unless they're directly within their line of sight. Not exactly what we perceive as a human line of sight but, more like the turrets and cameras in BioShock one but, with a shorter grace period before they fire.
  13. RadicalEdward2

    Post-Flamethrower Implementation Thoughts

    As much as I would like new gametypes, that would be setting the bar too high. I'm not saying this to sound mean, I'm just saying realistically, that would be expecting too much. A new Encounter map shouldn't be too far out of the realm of possibility. Since things involving Desji are probably fair game for discussion, I'll share why I think a new Encounter map is possible. Back in October 2017, Desji DM'd me about helping him design Colmar Hamlet because of my eye for placing buildings in a functional and rational way. I was in talks with him for about a month leading up to the Summit where I gave him feedback on how to go about designing the new "village" encounter map. The back and forth communication leading up to the final product spanned from October 13 to November 5. If we were to use this timespan as a projected development time for a small-scale map, that would be it would take them a little bit over a month to make an Encounter map from scratch (with a clear vision in-mind for the end product). So hypothetically, I'd see making a new Encounter map (sans a dedicated level designer) with their current staff taking them about a month to two months (expecting that they have at least a basic understanding of how the map editor works). From there, they could probably try experimenting with making a new Skirmish once they feel like they're comfortable with making a map with more than one capture point. Honestly, aside from saying they don't have a dedicated level designer, they could just try to learn and experiment on their own with a learning curb so we could get more content that isn't a different shaped gun that shoots out different shaped bullets lol
  14. RadicalEdward2

    Post-Flamethrower Implementation Thoughts

    I've been fighting for older iterations as maps for ages and I'm still waiting on them. I would love new assault maps but, I don't see it as feasible right now. Until we can see that they can fix the existing maps to have them in a more playable state, I can't see the viability in new maps because it would just repeat the cycle of things not being fixed.
  15. RadicalEdward2

    Bots shouldn't have Heavy Anti-Armor Weapons

    Yeah that's definitely a problem too. They always know where you are whenever you're in their radius (regardless of how well you're hidden).