#Favela TDM
1 messages · Page 1 of 1 (latest)
i think it's there in case you're getting spawn camped at B
do you think a spawn on the roof on the left side would be good?
like in the territories mode
hmm, territories is a different map. the spawns are different in that mode too
It’s just there in case the enemy over takes the spawn so they can’t easily predict your next location.
Imagine a team of players pinning your every move in the spawn. It doesn’t stop it, but it adds some randomness to it.
It’s possible but it seems so far from all the action.
why don't you put that area that damages enemies if they try to enter the spawn
Id hate to spawn there with campers on the roof
maybe RGS can make another that wraps around that section of the map
maybe they can make this area part of the map. It will make the map a lot bigger
It would help against campers, they are vulnerable in the flanks
You can kill anyone from those windows
Would be nice, or open the upside part
the best maps in fps gaming history are 3 lane maps
We need this map bigger ofc
Open this part you mention, and bring down spawns from both teams?
To the corners
yea. The spawns you mentioned
and I don't think every building needs like 10 floors.
I think to do that, we would need a way to make the battle stay in the center maybe
Even in tdm
To prevent camping
Or they can put the protected area like Sand
the map has a lot of buildings. Camping is inevitable. I just want room to breath
With a wider map its possible
Ya
I don't the camping would be as bad if the map was bigger
it takes a couple of steps to get to the roof tops
Let's see what rgs says
I agree with your point
This bigger map with 10x10 would be crazy
rgs said the community wanted a smaller map when it was being designed. Idk what they were thinking
Maaaaaan
It's looks SO GOOD
Alpha RCF was just peak RGS
They couldn't imagine what RCF would become after 🥹
It's a shame a lot of people couldn't run the game
It ran terribly at the time. Look at that FPS tho.
technology has come a long way. I think RCF would have had a better chance if we had the same hardware we had today back then
The problem is we were too ambitious for our time.
Despite the performance, the ideia was awesome
it was a decent attempt
The game could have looked much better. We had to cut things down a lot.
don't have to do that now
The internal tech demo looked amazing.
are there any leaks?
Lost in time.
For sure
Light, running in Webbrowser
We were shooting for AA, but forgot our playerbase didn't have the hardware.
that's unfortunate. Google cutting support for unity didn't help either
It was just all around bad timing.
RCF visuals with RC2 gameplay with slight improvements to the maps will take you far
We loved rc2, we didn't wanted nothing better, just new things
I couldn't run rcf either 
The game streamed all of the assets/maps/weapons dynamically. This streaming was also a big source of performance issue since it was orginally designed for small "web" assets.
Took me some time to have a better pc now
They can be ambicious again now
Gameplay is almost there. With things like standardize utility leaning, and a few more tweaks. Visuals can be improved tho
I wish we lived in a world were people only cared about what really matters but a lot of people are shallow
fr
those visuals make me cry
cuz we never got them 😦
Hopefully we can get close this time.
A lot of our former artists have moved on, but much of that asset I can still salvage.
hopefully, you can get more funding to get new talent when the game is released
that type of stuff takes a while to do
Yeah, I want to add a lot of things I've always wanted to do for the original RC2 but never had the opportunity.
like what?
I was very busy back then since I was the main engineer and we were growing too fast.
CTO?
I'm dreaming with the day you will fix the way he hold the weapon 😅
You have the opportunity to do that now. It's just a matter of time
Do you want to release the game this year?
That's because we're limited by the arm's rig at the time.
i remember seeing some old art work on your FB page that suggested the game would eventually have functional bipods and prone
We would have to redo the arm's rigging and create new animations for all weapons.
Looks like it take a lot of time
rigging sucks. I hated doing all that stuff in AutoDesk Maya when I took a 3D modeling course
We want to get to Early Access before summer ends.
Do you have a real schedule or its just a supposition
I don't understand nothing about releasing a game
I know that at some point you want to do money with the game
Just a list of things/features/fixes for the game. Before each "sprint", we pick a few important items to work on. Some of the major things we can create polls for.
interested to know what those things are
This is how software is developed these days (AKA "Continuous Development"). No one actually creates a roadmap years into the future. Development becomes more fluid and open-ended.
So how our suggestions enter in you development cycles
I think you will first make a "rcf" with everything working and some small changes, and after everything is done you will work on the cosmetic and non basic things
Just building on what we already have such as adding Team Chat channel, locking Squads to the same team, expanding on the game's content (maps, weapons, items), Clan System, new character abilities, improved character screen/UIs/HUD, and more.
It's my opinion
Regional servers and Quality of Life improvements
i think they should refine the gameplay and test new features before cosmetics
Yeah
Yeah, we want to get close to feature parity with WT3 first.
Some suggestions we made must come before somethings
Gun play and overall gameplay are the most important
Gameplay will always be front and center for development. It's a continuous process that continues into Early Access.
that's why it would be nice to see the suggestions that affect gameplay
you can test and refine
why?
I don't have any idea of what people would think about it
Imagine they implement it in the game
And everyone ask for remove 💀
the problem with that is that you won't get to use those classes most of the time
and there is also the problem of balance
that's why i recommended to make them skill based instead of actually restricting what weapons or items the players can use
if you introduce an engineer class and make equipping an rpg a requirment, infantry matches will have a lot of explosive spam
It would if RPG had splash damage
Maybe we should create a new topic for this discussion lol
Yea
Maybe one for gameplay/character classes
lol no pressure. me too.
Ofc you need to rest to create our game
Just saying this discussion no longer has anything to do with Favela
I think you guys are bringing up great points. It'll be nice to review it when we get to that point if the discussions are all in one place