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Everything posted by MattAttack
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I make concrete walls from the NE corner to the SW corner and then from NW to SE, making a big X across the map. Where the concrete comes together is obviously the center and then sometimes I also make a N-S and E-W cross. Overlay is a good guideline because you can hide that layer and focus on your template tiles looking good. Then erase the concrete and put down Tiberium last.
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N3tRunn3r's C&C1 Mappack - Latest Update: 2013-08-26 V1.02
MattAttack replied to N3tRunn3r's topic in C&C Multiplayer Maps
hey.. these maps are classic! I think some of the changes are good. I like in 'Secondary Tiberium Impacts' how the southern craters have all been connected. However, I miss the choking overabundance of tiberium on that map as well as 'Ten to One.' It really made you have to harvest wisely to be able to expand your base. I believe that in Nyerguds' current incarnation of c&c the Advanced Communications Center is not capturable in multiplayer so this may present problems in 'Capture the Center' When I compiled the Mega Map Pack, I removed civilian building v31 from all desert maps as it caused periodic ion cannons on the northernmost player. I vaguely remember p4 having one that I removed so I would recommend not using that building; if you even did. Why did you remove 'Capture the CYs?' Anyways, welcome back and thanks for some awesome maps! -
yeah I looked at these maps on macmark's page and the majority of them really really suck, unfortunately. as far as the mix files attatched to your post, those are already included in the mega map pack and therefore in the cncnet5 launcher.
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well, you can always just have their faction allied with everyone. But on a map like village of the unfortunate, I can always tell if opponent is more north than me, because I can hear civi's attacking their base. Although chan and maybe the others are unarmed
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frickin sweet! I love high tide even though I keep getting my ass kicked on it! I think it's imperfections give it personality and once i'm dead and the whole map is revealed I can truly appreciate all the thought put into it.
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the airstrike is not given through a celltrigger and I personally like that stealths don't set off celltriggers unless decloaked. Although I guess it would be nice to have it as optional.
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ha.. thanks for the bump, bro.... no shame in using the stealth-- that's what it's there for. I like to use the harvs for that, too, but it takes a little finesse. Hopefully I can get my fraps working long enough to record myself beating this without stealth or airstrike, but it's been a little while since I've played this mission. Thanks again for playing!
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interesting.... I play in 1280x800 and only build comm center when I want the tech that comes with it (then I usually sell it for $$ and minigunners). I played c&c dos recently and there it is absolutely necessary. as far as forcing low reso, I know I wouldn't want to have to change mine as I've grown accustomed to it. I don't know about forcing it, but maybe just being able to see what reso people use and not playing them if you're a real stickler about it. Keep in mind (I think) Lovehandles uses 640x400 and he kicks my ass whenever we play so I think skill trumps resolution 9 out of 10 times. I know it's impossible, but I wish I could try a cncnet game in the original dos resolution-- now there would be an entirely new experience!!
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wow.. I can't believe this discussion is still going on.... unless someone else will do the crazy ass work to implement this, LET IT GO!! I feel that Westwood really got it 95% right when they threw this thing together. Sure the Airstrike is underpowered when it comes to multiplay, but I'm sure it's like that for a reason. After experiencing undeployable MCV's and auto-crush infantry options I feel confident in saying that THEY SUCK!!! There's a reason why that crap never made it in the friggin game!! I know Nyerguds can be sort of condescending in some of his replies, BUT WE OWE ALL OF THIS TO HIM!! There are things I disagree with him on too, but I still have mad respect that he breathed life back into a game I love. Sorry but I've grown irritated by what a childish retard-like internet fight this has become. sheesh! I may be overreacting, but I'm pretty sleep deprived and annoyed in general anyways-- I try to do my part in nurturing this whole c&c scene but.. UGH.. BLEAAARGH!!! p.s. this is not directed at anyone or perhaps it is directed at everyone, but CHILL THE F*UCK OUT!!! Unity my fellow C&C-tards!
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hmm.. Who knows, but I'm hoping he's open to suggestions! Such as allowing for the changing of color schemes in multiplayer (so neutral structures are not GDI gold) or that enemy aircraft flying to the repair bay if damaged thing being optional instead of manditory in SP missions.. just to start. Or making the CHAN trigger available in all missions just like the passive helis option. Wish list, I guess........
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yet another reason I've always hated RA.................
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totally awesome hi-res cnc95 http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/
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I unfortunately don't really have the time to update any map-packs these days. Before the advent of cncnet5 I had planned pruning the pack as really there are some crappy maps in it. I had been meaning to ask Funky how we add maps because I really liked 'Desert Duel' and was disappointed when it wasn't on the list. But anyways I always looked at the Map-Pack as community property so if anybody wants to take it over, be my guest. Just give due credit and don't delete any of MY fabulous maps! XD lol...
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Tiberian Dawn - Alcatraz Island (single player)
MattAttack replied to chumingzhi2010's topic in C&C Singleplayer Maps
not a bad concept, however this mission definitely needs refinement. All 5 times I tried it and destroyed the tech center, my reinforcements were shot down by SAMS. I tried the NE tech, the SE tech and couldn't get past the obelisks in the west. I looked at the .ini file and would suggest changing the engineers to be reinforced by hovercraft instead of chinook. -
1 time unit(/value) = 5 sec? and other trigger problems
MattAttack replied to Project Leviamon's topic in Mapping Discussion
I know that gamespeed is irrelevant, I just somehow remembered someone saying that time units were related to your processor's speed. I was trying to determine if that was a factor in the mission I was making. -
1 time unit(/value) = 5 sec? and other trigger problems
MattAttack replied to Project Leviamon's topic in Mapping Discussion
I don't know man, that seems to screw things up pretty badly... I'm perfectly happy with the time trigger as long as it works the same on everyone's computer. That's what I'm asking people to test! You could even put a 'discovered' trigger and attach it to a civilian structure on the shore to set off the reinforcements, but that's unnecessary and possibly might lead to the same problem of the Hovercraft doubling up like that. For some reason this is what the 'player enters' trigger results in: -
1 time unit(/value) = 5 sec? and other trigger problems
MattAttack replied to Project Leviamon's topic in Mapping Discussion
I set it one below the fastest, but it doesn't matter really as they are reinforced when I'm at the same spot no matter what the gamespeed. I just want to make sure it's the same on everybody's comp. And celltriggers would have them reinforced too late as I need them to come in before I reach the shore. -
I've been meaning to chime in on this one with my opinion, since I made the map and all.... First of all it was driving me mad to see you weren't selling your extra comm centers.. lol. Anyways, Get to the Island ASAP, capture comm center, place (pre-built) refinery and sell comm center using the minigunners you get to scout the island. then: refinery, barracks/hand, refinery, refinery etc.... hell, here's the tutorial video I made. Please excuse the shitty sound quality, but it was one of the first vids I recorded: http://youtu.be/GuPWT8BNt0A and here's an example of me playing against other players: http://youtu.be/4tgDILCly6U I've always believed NOD has the offensive advantage on this one because of apache's and obelisks. This may be debatable. I would disagree with myg, though, about the importance of infantry on this map, especially if you're playing against GDI. First of all, since you get a comm center early on, your opponent can place AGTs right off of the bat and the large amount of tiberium really wears them down. I however cannot stress the value of a Chinook full of commandos enough as I like to infiltrate my enemy's home base in the corner and take them down that way. Thanks for playing this map!
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1 time unit(/value) = 5 sec? and other trigger problems
MattAttack replied to Project Leviamon's topic in Mapping Discussion
hmm... I'm intrigued by this topic as I have a mission that I'm building where this timing is crucial. I have the player's hovercraft reinforced at 0 time units and the enemy's hovercraft right behind it at 4 time units. It works perfectly on my computer, but I'm worried these time units may be different on other machines. This is crucial because if it works differently on yours than mine, the mission may be impossible (since you must evade their commandos). No matter what my gamespeed is, here's how it's supposed to look: the mission isn't done yet, but I'd appreciate it if some of you guys could try it out to test the consistency... thanks! download below! commando_test.zip -
and I was worried I made this mission too easy.............. but note that it is easier to beat if you play as NOD (obelisks)
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yeah, it was the only way to end the mission as triggers don't work well in multiplayer with TD. Although I recommend trying to beat it without walling off and infinite money.. lol
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The 'super ion cannon' is really nothing more than a trick and really could only be implemented in singleplayer missions. The Ion cannon is not timed, rather there are a bunch of units and structures that have triggers attatched so every time they're attacked an ion strikes. Trigger: aaaa=attacked,ion cannon,0,badguy,none,2 (note the 2 at the end) so in the first seconds of the mission, units start shooting each other and triggering a bunch of ion strikes. I just love this picture XD
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there is no rapid fire nuke option no matter how many temple's you have. As for multiple airstrikes, my map 'outrun' (from the 5 minute missions pack: http://cnc-comm.com/community/index.php?topic=1938.0 ) pretty much makes best use of that. No lose trigger? lose=all destr.,lose,0,badguy,none,0 And you can wait all day for reinforcements to arrive, but 'TIME' is not what triggers them! anyways thanks for playing!
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Super Ion Cannon Nod mission 62X62 Desert theater scb51ea --------------------- Mission Description --------------------- GDI has developed a new and improved 'super ion cannon' which represents a dire threat to the brotherhood. Located within this city are the 4 Advanced Comm. centers used to coordinate this weapon. Destroy them at any cost!. So I was messing around with triggers and figured out how to make an insane ion attack and I decided to build a rather difficult mission around it. There is a way to get a stealth tank and an airstrike if things get too tough for you, but try to figure that out without looking in the .ini file ------------------- Please let me know if you find any bugs. Comment if you love it or hate it, your feedback helps! super_ion.zip
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If I remember correctly, the game looks at tiberium harvested and credits as 2 different things. Credits only come when you get a cash crate, sell stuff or use LKO's C-17 trick. I tried to make a map where you guarded neutral harvesters until they harvested a certain amount of credits. Using the credit trick wouldnt work unless I I reinforced credits via c-17 with celltriggers and it ended up being too complicated to be practical. If that makes any sense whatsoever....