RadicalEdward2

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Everything posted by RadicalEdward2

  1. RadicalEdward2

    Ways to Fix Town Assault (images and notes included)

    I touched on that I think. They didn't "fire" the head level designer. He left and I know where he went but, not sure to what liberty I'm allowed to say where but, lets just say he has more creative freedom and worked on a certain big and successful game where a bald guy in a suit is hired to assassinate people As for the one that took his place after he left, Reto DropTable was presumably laid off when budget cuts had to be made back in 2019/2020 and then the pandemic left the devs in a rather precarious position. As for why I bother, because while you are new to this thread, I/we have been at it for so long that it only seems fitting to continue to post while this era of Reto comes to its end. All the answers they need to fix the game's maps can be found throughout this subforum and yet like...2% of it has actually been applied to fix the game and improve quality of life. On a lighter note, I've familiarized myself with the H&G maps so much that I made a Town inspired map for the Star Wars: Empire at War Absolute Chaos mod and can be played in the current build of the mod now
  2. In the past weeks, I have been posting in-depth revisions for Factory Assault which have gained quite a bit of momentum since the HnG community has seen it. As a follow-up, I have decided to post a series of revisions that I have made in order to fix Town Assault. The first of the revisions is one I think the entire community as well as Reto-Moto team could probably agree with me on and that is, making the town bigger. I won't go too in-depth on how though because my note in the actual image should cover all of the major points. The biggest change I made (aside from fleshing out the town on a grand scale) would have to be moving A3 and A4 into the Town annex. In terms of smaller notes, I did take some reference from devstream #80 where one of the spawn areas across from the police station was removed. I also tried my best add density to the city to make the future kill heatmap a bit more interesting to look at. With that all said, here's image #1 which focuses primarily on the Town itself. Studying some of the major landmarks and layout of the town, I loosely based my rendition of the Town on the city of Orleans, France; a city partially surrounded by water with a cathedral located in it's heart (some RTS fans may remember the name of the town from the Joan of Arc campaign of Age of Empires II ). While working on the annex, I made it a goal to design streets with plenty of space for tanks and trucks for more interesting vehicular-based combat. Most of the new chokepoints were designed in order to allow tanks to either fire straight down-road or to give tanks opportunities to creep through towns to the objective points. In a way, I wanted to make it so that infantry would rely of helping their fellow tankers in order to push through the city almost like convoys or payloads. On idea, I'm actually surprised was never utilized was re-purposing the station's gatehouse as an actual gate to the city (or any of the other towns in the game). The idea came to mind from the gatehouse into the Kleve (or Kleveburg) from Medal of Honor: Frontline's mission, Needle in the Haystack. Seeing as how the push to B4 almost always resulted in a stalemate, I thought adding a third bridge would make for some interesting strategies (similar to the underutilized and often forgotten third bridge in Mountain Town Assault). I also gave B4 a complete makeover and removed the house and the slope behind the garage and replaced them with a small park with the radio located in the center plaza. The idea of having radio outposts inside or in front of buildings was getting pretty old and I thought mixing it up with a completely outdoor Capture Point would add a bit more variety to the game. The two things I didn't draw too much attention too were possible locations for fortifications (sandbags, hedgehogs, etc) and Panzerfaust spawn locations. The fact that half the map was left underutilized was my main reason for expanding the town. No one really ever explored the east area. Aside from being a spawn area, it was generally a place people would try to leave as quickly as possible. The "edge" of the town by B4 seemed like such an abrupt cut-off point for the town that it just came off as looking unfinished. On record, Revision #1 took roughly 2 Days in allotted work hours to complete. I drew all of the new buildings myself based on most of the template buildings used throughout the game (with a few new unique ones as well). ----- For Image #2, I wanted to focus on the death sentence that is "D Line". I hate D Line. I hate D Line more than I hate Mountain Town Assault's A or E Line (that's a lot of hate). A lot of players probably could agree that D Line is not only the worst Line to be assigned but, the traveling distance and spawns are extremely unforgiving. With that in mind, here is my revision of D Line and parts of E Line. The tried to make D1 spawn a bit more forgiving by adding two new spawn locations for attackers assigned to D by adding a hedge maze to protect units from defenders already camping and capping D1. I added a third south spawn area for D1 to make the trip for both infantry and tanks a bit less tedious. As a supplement, I also mapped out a new "natural" shortcut in order to add some elements of surprise while attacking the town. You may also notice that there a few more AA batteries on D Line. I thought it would be a nice move considering the only AA gun present on D line is obscured by two houses and faces away from any view of aircraft. On top of that, D2's "lawn" is barren and served little to no purpose as factions would "snowball" eachother from opposite sides of the stone perimeter. I also wanted to fix the D3 tree cluster spawn (the one that exits to an open field as sniper bait). To fix it, I added a lot more hedges and a new farm with a cabbage field and a med kit in order to protect D3 spawners from defending snipers and tankers. The idea of adding tons of roadside hedges came from a bunch of classic war films and WW2 games like the original Medal of Honor, Medal of Honor: Frontline, and the show Band of Brothers. You can't have rural European countryside without an obscene amount of conveniently placed hedges and shrubberies. I even added the cabbage patch as a little nod to the devs as they mentioned their love of the Forward Airfield's cabbage patches in the past 2 devstreams. Below is Image #3, the third revision I made that focuses mostly on fixing B Line's initial spawn area. The vast open space behind B1 was something in need of fixing long before Garman was ever a thing and it was about time that it was addressed. I removed the majority of the open space behind B1 and moved the spawn area a bit closer. In addition to moving B1's assault team spawn area closer, I created a nice assembly area with army tents and a medkit to make B1 actually look like a staging area for an assault team. I also added a bunch of hedge lines and tree clusters to cover up the area that fitting earned it's name as "No Man's Land" as became a haven for light tanks to farm B1 assault teams. I also never really liked how there was just a straight shot from B1 to B2 to I added some hedge lines to provide B2 defenders a means of cover while they push to close B1. The climb to and from B1 was also a bit of a mess so I added bushes all around the B1 hill to give climbers a chance to move up. ----- That covers all of the revisions I made so far to Town Assault. If you wish to see how I fixed the Factory and Mountain Town, you can check out the links below: Ways to Fix Factory Ways to Fix Mountain Town Ways to Fix Airfield Ways to Fix Village (Skirmish) Ways to Improve Forward Airfield As I stated in my previous post, if we (the community) want to see changes, we have to do more than post on the forum. We have to message this to staff members, start posts linking to it on the Steam community forum for HnG, and do whatever else we can to make sure we’re heard. That’s the only way we can let the devs know what we need (not want) to see changed to improve this still growing game. I feel like a lot of the changes we are asking for often go unaccounted for but, I wanted to go that extra mile to actually voice my opinion and hopefully I'll be able even network so that I can be more hands-on in terms of helping with future updates. I would love to work directly with the Reto-Moto team to help make this game even better than it already is.
  3. RadicalEdward2

    Ways to Fix Town Assault (images and notes included)

    Now that I think about it...did they add any rocks to Town? I think the addition of rocks to the forest brush was just applied to Mountain/Russian themed maps like Mountain Town, Sawmill, Depot, Factory, and the two Russian maps. Town falls into the French themed maps which I think only apply rocks to the river/water areas of the map like Village and Forward Airfield's river and Colmar's shallow riverbed (which still hasn't been completely fixed to not require swimming).
  4. RadicalEdward2

    Ways to Fix Town Assault (images and notes included)

    Understandable. We're all burnt out to some degree. I think the old FW is one of the maps I had the least experience with. I remember when there wasn't a forest behind the church and the trees weren't that dense but, I dunno. I thought it improved a bit since then. True but, I'd like the think that there's some chance for them try learning the editor but, with what's left, only time with tell.
  5. RadicalEdward2

    Ways to Fix Town Assault (images and notes included)

    Yeah the progression was far better when C4 was after the river because it allowed a more consistent area to fight it without too much travel time. Nowadays, the bridge isn't even a focal point of combat anymore because its just a matter of getting from one place to another with more camping before and after it while back before Garman, it was like a standoff with forces actively fighting on the bridge like a tug of war. Which tbh, was way better. When coming to the C-1 to C-3 design, the problem with Reto level design is whenever buildings are used, they're clustered too close together with nothing before or after them (similar to what I said about moving the bridge CPs). The clustering of buildings instead of consciously spacing them out with a narrative in-mind is what hurts not just Town but, every map (even Forward Airfield though its less noticeable there because more care was put into it which is why its a community favorite). Like...the enthusiasm I put into designing areas of the maps is what the devs should have instead of always worrying about stuff like optimization but, I won't blather about that stuff again since its old but still discussed news that I've rambled about plenty of times. I know my concepts at this point are too late but, its just their own faults and I doubt their doing anything to bounce back beyond rearranging seats on the Titanic with these silly incentive login things or following through with adding literally everything except fixing the maps because they don't have anyone that knows the software or have the patience to try learning it (note I didn't say a lack of time). The only reason they took away the mounted vehicle guns and sold them back to us (considering how dirt cheap the price was to get them back compared to the gold cost) was more than likely not something they did to annoy the community but, a mix/combination of two things: (1) the guns probably were something they wanted to be sold separately from the start but were afraid of backlash for going through with that idea since so many people had the armed cars already and (2) they're so tight on resources that they had to follow through with taking the guns away to sell them back to us purely because well...they need the money to stay afloat a little longer. But again, I and they digress. To be honest, even without a director at the helm, I think they can still function with just 12ish people. Didn't they start out with 12 anyway? If they just took the time to all collectively learn the terrain editor, they could stop all of this. I mean...now that the hype of new weapons and gimp masks has passed, everyone consistently with every Steam post update is just asking about maps now. They have my notes. They just need to look through them and which ones they feel like tackling first and I think I said this before but, at this point, I don't care if they use my ideas as long as they say that I helped to some degree.
  6. RadicalEdward2

    Ways to Fix Town Assault (images and notes included)

    B4 should have stayed after the river with B3 being right before it too. As for O1, I don't bother with it cause there's just so much going on with it that its honestly better how it was way back with those snazzy tall building but push the new obstructing ones onto the wall lining the river instead of having them on the street (or maybe I'm misremembering them being on the street). Also yeah the old garage vehicle spawn at O1 was okay. I don't think the bridge sandbags are too bad though. Maybe just remove some from the road sections and maybe add more elsewhere like on the actual battlefield before it. Also, what do you think about the changes I suggested cause C-1 to C-3 could definitely use the love.
  7. RadicalEdward2

    My map concepts

    I'm a whole year late to this post but, I love the maps. They look great! The one with the lake/pond is really cute. I'm all for that 😄
  8. RadicalEdward2

    E Line Town Attack

    Poppin in a whole year late to agree. Yes. E line is still a complete pain. I've been thinking of trying to draw up a rework for it (again) but maybe...I might try doing it before they nuke this place.
  9. RadicalEdward2

    Ways to Fix Town Assault (images and notes included)

    Surprise betches! Another randomly timed post! I've been MIA for quite some time (again) across all my threads and I heard talks that the communications for the community are being downgraded to just being limited to the Discord (which I almost never check anyway). So before things here get shuttered and things either become so difficult to post in-depth or worse, I thought I'd finally get around to posting yet another mockup I made for Town tackling C-line again but, in the parts that actually matter (or cause the most pain). This is a mock-up I made for C-1 to C-3 about 5 months ago but, never got around to posting. I made this mock-up back in January 2021 in hopes to maybe layout some coherent and simple (almost Forward Airfield update levels of simple) fixes that could be done presumably with the limited manpower available at Reto's disposal until they could get a new level designer in-house. It's nothing as extreme as my initial Town posts but, also not simple enough that it would be something to shrug off either. I'm going to try to outline these notes as clearly as I can so I hope you guys enjoy this ♥ First things first, there's so much wheat field on C-line that I'm convinced its part of the reason why getting anything done beyond leaving C-1 is impossible. Aside from the wheat being filler for open areas, it causes framerate drops whenever using scopes (not sure if that's still the same but, if it isn't the wheat needs to go anyway). In its place, I drew up an idea to add a stockyard with haystacks and crates similar to A-2 as well as a long stretch of road that connects the main C line road to that weird isolated back one that connects to the front of C-3. All along the new road, I added more tree lines that nod back to when C line used to have a tree line along the road that extended from C-1 to C-4 (with the only remnants of that being the ones in C-2 in the current build and the 3 within C-1). Nextdoor to C-2, I added a cabbage/lettuce patch (because even this many years later I want more than wheat dangit!), a one story house with the roof opening (the forest house from Village), and an outhouse like the one that use to be in Mountain Town's Depot O2. The property would extend the cobblestone fence on both sides of the C-2 but, NOT remove its corner; just add more cobblestone fence. The one beside the outhouse would divide the stockyard property from the previous mentioned one while also being lined with a dirt road that connects to the back entrance of C-2 (that barrel shed before the bush line starts). In the stockyard there should be an ammo crate since the next one accessible to attackers won't be until within C-2. The stockyard garage should also have that cute little office building attached to it as a foreman/inventory office thing. Beyond the road would be a crashed plane (the one crash plane model the game rarely uses) that would allude to new AA gun foxhole between C-2 and C-3 because there's actually only 2 AA turret placements on C line (C-1 and C-4) and none in the area that gets air assaulted the most (C-2 and around it). Going back to the cabbage patch house (before I get excited and work my way too much to the east), I added the old ruined building (the one with the vines) as a vantage point to counter C-2's defending/camping snipers (since the open field is gone). It could be used to directly return fire at C-2 or to pop the guy that might peep out of the 1-story house's destroyed roof. The tree line would also serve as a slight buffer to ensure the vantage point isn't too OP while also providing some cover so snipers in the ruins don't get popped the moment they peak at C-2 and to slightly nerf C-2's sniping vantage; greatly increasing the chance for functional and meaningful gunplay that isn't just dying in the CPs or while running to them. Below the ruined building, there should be a barn with a ramp (similar to the one at Forward Airfield's B-3) with facing towards the forest so the 2nd floor hay bale is facing towards the ruins. Below the barn would be house without the interior with the arched window. Along the southeast corner there should be a section of cobblestone fence with a health crate behind it cause I think the only accessible health between C-1 and C-2 is in the shed before the midway spawn (making it more-or-less useless unless you're pushing back the attackers to C-1) or in the open field near the haystacks before C-2 (in no man's land where no one can use it). Moving down the road following the tree line, I added a corner house (like the one in old C-4 at the end of the bridge or like in Mountain Town D-3) with a health crate outside and a shed with a hole in the roof aiming towards the attacker spawn. I think I forgot to add this addendum but, maybe include a rocket box on the second floor of the shed. Another cobblestone corner should line the corner house to better distinguish the area before the intersection as part of the property. The tree in the corner was intentional; don't forget it. There's also two trees connecting the roadside tree line to the bush line behind the house which brings us to the next addition. I added more bush lines/bocages along that isolated road to make it easier for C-1 attackers to leave their spawn without being camped (nearly as badly as they always are). The bocages would add purpose to the pointless further out southeast ones by making them look less out of place while also transitioning into backyards and the new residential properties. Don't add that Ammo, Medkit, Rocket thing. That's just the legend lol Up the road, I furnished the area around the C-2/3 attacker spawn shed by adding cozy little tavern/inn area with a dirt courtyard and a well in the center (since the well asset is underutilized and makes the lot look more fleshed out). The tavern/inn area should have these buildings in clockwise order: the restaurant with the hole in the second floor facing towards C-3, the large inn that I love so much with the overhanging little rooms from Forward Airfield, and a large garage (the one with the stairs in the back). Theses buildings would not only flesh out the area between C-2 and C-3 but also give the attacker spawn before C-3 a buffer from campers and provide a vantage point to fire back at C-3 defenders (since there's no real way to counter defending forces until you're in C-3 especially since the forest area behind it is useless to attackers unless its being flanked by B line). Also, there's a cobblestone fence around the perimeter of the inn/tavern so attackers would still need to drive around them if they don't use the road (as a slight buffer for arrival time for armor and other vehicles advancing on C-3 from that spawns direction. There also should be a truck spawn in the garage so players would have more accessible forms of transportation before C-3 since the last truck spawn was is in the C-2 shed (next to barrel shed). Behind the tavern area and the cobblestone wall, you probably noticed that I kept that area grassy and didn't add anything within the perimeter of the bush lines, that's because I wanted to imply that it might have at one point been farmland but, was abandoned after the property stopped being used as a farm. Maybe add one tree in that grassy area just to make it look less open but, beyond that, I intentionally left it devoid of anything to imply that while it isn't used for wheat anything, it could in the in-game future by the games imaginary in-game civilians As for why I added that little building area beyond the gameplay reasons, I wanted the area to narratively look like there was more life outside of the town itself. There's so much empty space with pointless roads to nowhere, the inclusion of a little tavern lodging location would give more of an immersion reason for why the heck anyone would have homes so far outside of the town limits. I mean... aside from the restaurant at D-3, there isn't really any actual infrastructure beyond the inner Town area and the 4s (the A-4, C-4, D-4, etc). Behind the shed, there would be a barn like the one in Sawmill's O2 (not the conveyor belt one, the one with the ladder and the weird dividing wall). The loft window of the barn should be facing towards C-2 so defenders from C-3 can snipe attackers in C-2 but, also so attackers sly enough could sneak into the barn through the backroad and actually surprise C-2. In the image, I have the barn window facing towards the shed spawn but, I like this idea I literally came up with right now more than what I initially had through of (having the window facing towards spawn so the big doors were facing towards the inn). As for why the emphasis on barns? Because again despite all the farmland on the map, there isn't a single barn anywhere on the map; just sheds. Beyond the barn, we return to the previously mentioned AA foxhole. The foxhole is surrounded by bocages to offer protection for players using it but also to connect the forested area after C-2 to C-2 itself while also making the bocage arrangement look more organized and compartmentalized with little yards/farm plots within them which brings me to another thing I forgot to mention early that would technically also apply to something else that would apply now lol I kept TWO tiny patches of wheat as private farms surrounded by bocage rather than having the entire field covered in wheat for not just organization but, also optimization. These smaller wheat plots look like someone actually can manage them living in those areas and offer places for players to coordinate and maybe even park APCs when aircraft aren't a big issue. The AA foxhole nextdoor to C-3 is associated with it but, also serves as a means of countering aircraft on C line since it has literally no protection beyond the start and end points of the assault line(s). If it was part of some internal level design philosophy that AAs should only be at objective points, that philosophy needs to go because this new layout would actually not only be more fun to play but also offer something different for pilots to interact with. Forward Airfield is a perfect example of how more (but thought out) AA placements can make the game more interesting. Which reminds me, the forest CP on Village still doesn't have an AA gun. If one is added there then paratroopers can be added back onto that skirmish map and make them worth spending on (instead of cutting them from skirmish entirely and decreasing their sale worth). But I digress...anywho, remove the wheat from the haystack area by C-3 because its still too much wheat and looks awkward. On top of that I added more bush lines/bocages along that isolated road to make it easier of C-1 attackers to leave their spawn without being camped (nearly as badly as they always are). The bocages would add purpose to the pointless further out southeast ones by making them look less out of place while also transitioning into backyards and a few new residential properties. This is the section I worked on last cause I think at the time of when I was drawing and planning this out, I was a few hours into this (like 4 or 6 hours in) but, yeah, that wheat field that's circled can go. It just takes up space. Instead, add a tree line that goes from the intersection connecting to C-1 and C-2 all the way down to C-1 attacker spawn forest and even have the tree line continue onto the opposite side of the road to not the bocage I add but all the way to where the existing bocage/bush line starts (the useless one in the southeast). At the time of the post, I put that I would probably come back to add more later because I had sent this to someone still working for Reto (they still do) on Discord but, when I received yet again the same old canned response that "Right now we are not working on the maps, other than some small bug fixes." But they hoped to do more map stuff in the future but that was back in January 2021 and I haven't seen anything hinting that anything is cooking up behind the scenes to blow my level design obsessing socks off. Which is why I took so long to post this. Plus the thought of it collecting dust while everyone else assuming the worst in my absence in the community was beginning to take a toll on me mentally while I tried to direct my own attention to other projects. And with the news of the forum supposedly being shut down at some point to "improve communications" via Discord, I thought I'd get what might be my last big map concept fix post out so you guys could enjoy another read through some of my fun wishful thinking for a version of H&G that would have been more fun for everyone to play. I'd like to think there's an alternate timeline or parallel universe where I got to see all these changes implemented and maybe even a version of the game where everyone was still there and working on it and actively looking for ways to improve it with the hopefulness and optimism I saw when I met the devs back in 2017. Who knows...maybe they'll eventually get to work on implementing more stuff I suggested like before RedBjarne stepped down, heck, maybe they'll even look at this post (at the VERY least...not considering any of it but at least looking at it). All I know is they've reached a point where the only thing people want are map updates (just like I predicted) in the most recent Steam post so...only time will tell. I would be more than welcome to discuss these concepts I outlined above with anyone still checking out my posts but, if there isn't another time because of Reto's decision to downscale communications, I want to let you all know, all of you that checked out my posts back in 2015 to now (a whole half decade...wow) that I love all of you and I'm glad I got a chance to share my thoughts with this community as a creative outlet and I couldn't be more grateful. I have a Twitch and Discord if you guys wanna check it out or keep in touch with me in my post signatures since I'm rarely on the H&G discord since its far less organized than the forum.
  10. RadicalEdward2

    Easter eggs on maps?

    yeah Lunevilles the Crossroad tank map, right? If so, yeah that one
  11. RadicalEdward2

    Easter eggs on maps?

    I didn't realize until after the fact that this was an old post lol
  12. 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:
  13. 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.
  14. 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.
  15. 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.
  16. RadicalEdward2

    New Map & Building Concepts

    Having made several posts on ways to fix existing maps in the game, I decided to take my skills to the next level by actually making new maps for the game. If the devs see this, do whatever you want with these designs. As long as the designs mean there's going to be more variety with the game's map roster, I'm happy. A job would be nice too but, I won't push my luck. Anyway, I have this design for a new Encounter map called, Estate. "Estate" is an asymmetric map set in a generic French style farm estate (hence the namesake). The capture point consists of a two-story manor house as well as the plot of land it sits on. Once a well-maintained lawn, the perimeter is now littered with cargo crates, sandbag emplacements, and army tents. The entire map consists of flatland with the only high vantage points for snipers being the manor house and maybe the spawn barn. To keep things balanced, I made sure the barns openings did not face towards any areas of action in order to encourage a focus on the actual capture point. I included supply crate and rocket locations as well as pickup truck/bike and APC spawn locations. I also want to go on record saying that the house AND the acre of land it sits on (crates and all) are considered the capture zone. For inspiration, I based the map's design on this picture I found. I don't remember the name of the actual location but, I definitely took a lot of inspiration from it as well as many other French farm estates. To give you all an idea of how efficient I am with putting together ideas and producing them in a visual form, I made Estate in roughly 6 hours and I'm already working on another map concept design. This is only the first design I finished but, I plan on posting more in the future. ------ You can find my posts on how to fix Factory, Town, and Mountain Town below as well as my discussion in favor of overhauling the lighting engine below: Factory (Assault) Town (Assault) Mountain Town (Assault) Press "F" for Headlights (Lighting Mechanics Discussion Included)
  17. 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 ♥
  18. 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 😄
  19. 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 😅
  20. RadicalEdward2

    I Want to Apologize

    I know that since I've joined this games community, my views of the game have gradually turned from optimistic to downright harsh with how cynical I've become. Having taken some time to reflect on that after an H&G stream I did last night, I thought I'd take some time to apologize for how harsh I've been in regards to the state of the game. I know I've been complaining a lot about how it seems like the devs don't care about the state of the game's maps these but, having taken a look at maps like Mountain Town and Forward Airfield after being away from the game for so long, I wanted to admit that I was wrong. The devs are trying. Granted, they're not getting asset/map-related content out nearly as consistently as they could/should be but, there's definitely some progress being made. On Mountain Town, the pillbox and actual barricades were moved outside of D-3 and the capture zone was made slightly larger so the barricades aren't all clinging to the perimeter of the capture zone (meaning you don't have to within the stone walled area to capture). Also, there's new props like the wooden barbed-wire hedgehogs and actual chicken wire. The river pond between the depot and B-3 was finally removed. And I don't know if maybe its just because I've been gone for a while but, it looks like a flat area was finally cleared to make room for the old X-1 buildings and the textures for the elevated train tracks sections were updated. Also, I don't if its just me but, I think the models for the cabbages/lettuce were updated and their collisions were removed and the foliage sprites that overlapped with the plots were finally culled. So that's a win in terms of optimization (even if its a small victory). There's also plenty of other assets (both props and environment features) that were updated that I don't think were ever explicitly addressed in monthly updates like the planked fences and how the water is a more natural deeper blue color or how the sunlight intensity looks a bit more natural (the night lighting still needs work). The point I'm getting at is, that it was wrong for me to assume the devs weren't doing anything productive. They're trying and I'm sure they're probably stressed out about the current state of the game and the community. Thinking back to the Summit, they probably share the same frustrations as any one of us but, don't know how to go about conveying that to the community. Long story short, I think there's hope for the game and it still has potential to recover from the state its currently in but, I'm going to be cautiously optimistic. And I'm sorry that I'm so harsh when it comes to critiquing the game. I'm not sure who I'm even suppose to pinging these days so... @Reto.Hades @Reto.JM Hope you guys (the devs) are hanging in there.
  21. 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.
  22. While I think its cool and all that the flamethrower was added, I still don't see it (or any new weapon or vehicle) as enough of an incentive for me to log in/buy things. HOWEVER... ...just hear me out. This shouldn't be any surprise as I had previously stated on multiple occasions that without more substantial map changes/fixes (not even new maps at this point), there isn't really a big incentive to invest in purchasing new in-game hardware since it will more/less be more of the same experience; just a different weapon in-hand. And without a sign of new major changes to the literal landscape of the game, the new weapons (even if they were obtained) would function no differently than any other weapon in the game since there aren't any new ways to experiment with them that hasn't been done countless times before. Don't get me wrong, I'm not saying the flamethrowers are bad (I just don't like that backpacks weren't worked back in to make the flamethrower look less like every other gun in the game since it lacks an complimenting equipment model that distinguishes it cause you could honestly just take the moderately easy route by restoring the airborne backpacks as a placeholder and I wouldn't even bash it and I'm being completely honest. You guys could just put the backpack on when the flamethrower is equipment....please). The way I look at it, I'm just glad all the back catalogue of "pertinent things that wouldn't be ready for a while because they're still in early stages of development" from the Insider Summit are done and sorted because it paves the way for more resources to be dedicated to map quality-of-life improvements. And I know I'm going to get the same manufactured PR-mostly friendly response from the devs that "while we would like new map changes we simply don't have the resources or someone dedicated to working on maps in the office right now that knows the software" because I've heard that song already but, here's my suggestion. Instead of waiting for a dedicated map guy to show up in-house to work on map related things, why not experiment with the dev kit yourselves and see what sticks instead of tinkering with the terrain values every so often? RedBjarne can't really be the only guy in there that knows how the software works, right? And if so, why not show everyone in the office a little bit of how the software works? I mean, its not like its a matter of having to hire a person that knows how to use the software you guys made in-house, right? It's kind of a catch 22. You guys need a dedicated map guy but, no one knows how to use the software you guys made for the game. What was that saying about giving a guy a fish and he'll be fed for a day but teaching a guy to fish will feed him for life? Yeah, so have a few guys (or everyone in-house) experiment with the editor and let them see what sticks and then have everyone see if they can implement some of the simpler map feedback stuff suggested by the community. I'm not even going to say what needs fixing because that should be obvious (7 year later lol) but, yeah, tying this all back to the immediate topic I started the post with, if the community sees that there's more substantial changes that aren't cosmetics and guns, then more people will have an incentive to invest in the game. ...I still don't know who to offer this info to so I'm just going to assume its still @Reto.Hades lol I guess Hades can relay the message to whoever this would all be pertinent to in the office. Made the post about the update here because I noticed the trend of not posting the discussion thread for new updates 😅
  23. 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
  24. 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)
  25. I've ranted about this on almost every stream that I've done with tanks and I will still stand by this opinion that the bots should NOT have anti-armor equipment like rockets. They completely suck the fun and point out of having a tank only game mode because tankers can't even enjoy their tanks when human rambos aren't present. Also, I'm pretty sure the bots have unlimited equipment and/or is spawned equipment by the game whenever a land vehicle is nearby so that just makes matters worse. If anything, the bots should just have fragmentation grenades of their respective faction (not tank grenades)...just fragmentation grenades that chip off little bits of armor like they normally would. My only theory as to why the bots don't have grenades is because the AI doesn't know how to throw (because I don't recall ever seeing the AI throw grenades back when First Blood was a thing). Also, if bots do get rockets, maybe have it be limited to like one or two special bots that have like armor that distinguishes them from the regular infantry. There I said it. Now, I'm going to assume this opinion is going to disappear into the ether and/or get one or two contrarian counters because the hypothetical person responding doesn't like tanks anyway (even though we're talking about staged). Meh lol I REALLY wanna tag a dev in this but, I'm going to practice restraint and hope one notices this anyway 😄