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Everything posted by MattAttack
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Unfortunately, Cap=Win/Dest=lose won't work properly with multiple buildings. Believe me, I've tried.....
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Damn, and I've been making a concerted effort to make my missions less ball-bustingly hard.. lol. I'd say these days both Nariac's and Darkstar's mission are of the highest quality, although they definitely have their own styles. I unfortunately haven't had the time to play the majority of these new missions but I'd say I've found pretty much nothing about what I have played that I could even nit-pick. LKO is the granddaddy of a lot of this stuff and his trigger research has inspired a lot of my ideas, but his missions are pretty tough and some are a little bit broken. The "Huge Collection" is great in that it saves all of this for posterity but I would gripe a little that there are a whole lot of mediocre missions to wade through to find the few really awesome gems. If I were to recommend one of mine that's not too excruciatingly tough it would be "Orca Assault" although the beginning is pretty dicey. Once you get your base up and running though, it's cake. I'm just stoked because for years it was pretty lonely in the "single player missions" section of the forums, but now there is an awesome overabundance of high caliber shit.
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Tiberian Dawn - Extended Operations *SEPTEMBER UPDATE*
MattAttack replied to Darkstar387's topic in C&C Singleplayer Maps
hmmm... interesting it doesn't target regular towers first as it definitely seems to prioritize any static defenses-- and most recently built. Guess I never experimented with Ion vs. GDI. Heh, I've noticed that's also the downside of the "smart" airstrike is that at high enough tech levels, you could potentially have 3+ enemy A-10s eviscerating your con-yard if your not into building defensive structures like me.... Well good enough opportunity to bust this old GIF out: -
Well, the gunboat isn't reinforced in GDI 1 and when it is in GDI 9, i think, it doesn't attack anything. Even if you select it and target stuff, it WILL NOT attack. I theorize they did that so there's no way around the Obelisk zapping your boat. I believe that's also why, as Nyer has often stated, why an Obelisk will 1 shot kill a gunboat. I've played this a couple of times and had my ass properly handed to me I personally don't like starving the computer out and I'm determined to beat it the old-fashioned way. So far though, it's a really good mission. Almost every team consists of paper, rocks, and scissors!
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well, the beauty of assigning them an inaccessible waypoint is that they shouldn't even enter the map (visibly, at least) or if an inaccessible waypoint doesn't work, first assign them one in an appropriate corner or something... Trust me, it's probably fine as it is but I just like talking about this stuff It's just the one in a million nerds like me know that gunboats don't save you from an "all dest." trigger
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very clever... I'm not trying to encourage you to have a version 6, but I believe an empty Chinook heading to a waypoint that's on an impassable cell won't interfere with "all destroyed" it's been a while since I tested, though.. either way, I like hearing someone else's workarounds for these crazy problems. One of the reasons I like making missions to this archaic game is the critical thinking puzzles of tricking it into doing what I want!
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HA! I was getting ideas of how to do that so I can't wait to see how... Helicopter/hovercraft going nowhere?
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Well, needing to switch it up AND adhere to my strict set of rules, I think I'll actually flip it around. You must expand your Nod defenses fast enough to defeat the fast approaching GDI "armada" or so the idea is right now. These concepts usually change about 20 times before I complete them. Of course, that's 2 or 3 missions down the road. Right now, I'm beginning the "defend your island from swarms of ORCAs and hovercraft" mission... But thanks for the groundbreaking work!
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Unfortunately, they're cracking down at my work about screwing around on the computer so I couldn't play it, but I did have a chance to look at the .ini and the mission in the editor. Lol, I see what you mean by "revolting," but to me, figuring out how to get reinforcing gunboats to attack is worth it. And you're right-- the player doesn't see it anyways.. ha ha. My only minor complaint (only because I'm so insanely particular) is that you probably don't hear "Reinforcements have arrived." But I'm so impressed I was hoping you wouldn't mind if I "borrowed" your idea for one of my campaign missions
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Gunboats that shoot?! Awesome! IIRC, my problem is that they wouldn't attack anything if you reinforced so I'm intrigued. Was able to play for a second and so far it looks very pleasing. Heh, it's too bad you changed the name because "Crimea River" is top-level wordplay. I'm gonna hopefully have time to mess with this later tonight but so far, I'm very impressed!
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Tiberian Dawn - Need for Speed (Singleplayer)
MattAttack replied to Lin Kuei Ominae's topic in C&C Singleplayer Maps
In this instance I don't believe that is the case. I've tested my missions in dos cnc and noticed it capitalizes all of my briefings, while they are not in c&c95 -
Tiberian Dawn - Need for Speed (Singleplayer)
MattAttack replied to Lin Kuei Ominae's topic in C&C Singleplayer Maps
It was only right as the mission started. Strange thing is that it doesn't happen every time. Perhaps it's because LKO seemed to design his missions with cnc DOS in mind and I've noticed there's some sort of difference in the way the briefings are formatted-- all caps, the ## doesn't seem to work, etc. -
Tiberian Dawn - Need for Speed (Singleplayer)
MattAttack replied to Lin Kuei Ominae's topic in C&C Singleplayer Maps
There's no denying that I and all of the new generation of map makers owe a great debt to all of the research LKO did regarding triggers, teamtypes, etc. It really was epic and I basically have built upon all he discovered. And for the most part I find his landscapes really creative and appealing. However, there really seems to be a lack of quality control on a lot of these maps. Constant crashes, inconsistencies-- heck, there's even that map where the goal is to capture the Bio-Labs..... and they're not even capturable!! I saw this post and figured I'd play this map again and I remembered why I gave up on it.... At first, I crashed and instantly got an error message. Then I restarted again and it worked fine. Then I aborted the mission to restart and got another friggin error message and gave up. It's a shame, too because this mission looks really cool..... I happened to SS the messages so maybe Nyer could shed some light on what they mean. I know it's not the aircraft overload one so I'm at a loss: -
Command & Conquer: Dawn of Tomorrow teaser thread
MattAttack replied to Kilkakon's topic in Modding Discussion
I likes the tank shells the most, personally.... I found it a bit unique. I do however, remember messing with the stats like 20 years ago and finding SAM missiles pretty brutal, so maybe experiment with that. IIRC they WILL hit ground units and I think they were pretty devastating. -
GDI - Return to Sender (Single Player)
MattAttack replied to nariac's topic in C&C Singleplayer Maps
Very imaginative mission! Nice mix of fairly relentless attacks and the map is beautiful. I particularly like how units off the playable area move over celltriggers to progress the mission forward. I understand the necessity of a delayed trigger probably more than anyone!! Very clever and I've actually used that on some missions before. Lol, Nariac is probably the only one who has any idea what I'm talking about, but good job!! It is kind of a bummer that the nukes can't launch simultaneously, though. My only real criticism-- and maybe I'm just slow since it's spelled out in the briefing-- is that unless you reveal the tech center soon enough, you reach a point of no return where you know in like 200 time units or whatever you're going to lose and there's nothing you can do about it. On my first real playthrough, I was building up a massive force in the northern base not having yet revealed the tech center and I kept losing for seemingly no reason. Then I re-read the briefing and realized how serious the time constraints were and that I was just not paying attention. But "keep 'em coming" because at least I care that there are new missions being posted here. PS I also like the creative use of the concrete slabs; they look like they're half covered with snow -
If you're just playing the regular campaign missions, none of those have been converted to snow. I think just one of the GDI psx or N64 missions is the only one to come with the game that has been. There are plenty of custom singleplayer and multiplayer maps that are snow, too.
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GDI - Return to Sender (Single Player)
MattAttack replied to nariac's topic in C&C Singleplayer Maps
good times.. So I started to play this and was doing a good job of keeping my head above water and amassing a column of tanks when suddenly I was outflanked and my base was incapacitated. Seriously hilarious! I've used that tactic in my own missions and I rofl'd when it was used against me. Unfortunately the house is stirring so I'll have to complete this later. Very nice mission and concept. I'm formulating some minor criticisms but I'll save them for when I beat the mission. Good job! -
I dug up this old thread regarding some of the limitations of "Badguy" house: https://forums.cncnet.org/index.php?topic=4048.0
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Unfortunately, as far as I know, Badguy is the only house that can launch nukes-- no matter what. On a related note, they can't build medium tanks no matter what, either. Well, maybe as a reinforced c-17, but they cannot build them!
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Nod - What was Briefly Yours is now Mine (Single Player)
MattAttack replied to nariac's topic in C&C Singleplayer Maps
huh... now it's working every time. Maybe I'm just crazy, but keep your eye on that "built it" -
Nod - What was Briefly Yours is now Mine (Single Player)
MattAttack replied to nariac's topic in C&C Singleplayer Maps
I had just noticed this in the .ini and had used it in the past, but I actually found this method to be unreliable. I had a "built it" for discovering your own comm center, which gave you an airstrike, but it only seemed to work about half of the time.* I got around this by having some civilians around the structure with "discovered" triggers on them because they got revealed when the comm center "lit up." The problem with this in a Nod mission, though, is attacking this 3rd party interferes with teams of U1s less than 20 forcing them to stop at the next waypoint. Hopefully, that makes sense... lol Hmmm, I hope I get some uninterrupted time to explore this one fully. I have to say, while I was feeding my kid, I started the mission, removed the shroud and watched the MCV go through its course, with all that escort. It was beautiful.... * I placed another stealth on the south of your map to test this trigger, and nothing got reinforced. I am now theorizing it may only work if the players "production" is activated-- in this instance your CY is discovered allowing you to build buildings, but I have to get some time to test further. -
Nod - What was Briefly Yours is now Mine (Single Player)
MattAttack replied to nariac's topic in C&C Singleplayer Maps
I'm not sure if it's applicable to what you're trying to do, but "force move" and a U1 od 30+ will usually stop the "move to the last command" bug. (if it really is a bug) Of course, if your mission is working perfectly fine now, don't change a thing! Heh, hopefully we can get RC1985 to record a couple of playthroughs of these new missions- it may be worth messaging him. It's fun to see him trounce all of your cleverly and meticulously laid plans and annihilate what you may have designed as a difficult mission. -
Nod - What was Briefly Yours is now Mine (Single Player)
MattAttack replied to nariac's topic in C&C Singleplayer Maps
boy, can I relate to this conversation. Heck, I'd rather have people tell me my missions suck than say nothing at all. I too, have been too busy with babies and stuff to play any of these new missions-- I don't even have time for my own project these days. That being said, I have taken a little time to examine this one and I have to say I'm intrigued... Very intrigued. I played a couple of times exploring around, finding my base and seeing who I could kill. It' a very nice looking map and I like the concept of utilizing the stealth tank to avoid and selectively attack targets. I saw too, how this also revolves around using the MCV deploy logic so I decided to check out the .ini file. Now, I haven't had the chance to see it fully in action in the mission, but looking at the teamtypes and such I'm very impressed if I understand what you were trying to do. And if this stuff all works, you definitely have taken this MCV deploy thing to the next level! On the surface it appears that you are really exploiting the teamtype recruiting logic, with all the increasing U1 #s in the MCV teams. Although I am assuming that you are aware that stealths don't activate cell triggers when cloaked and that is intentionally part of the design. Either way, I thank you and Darkstar387 for continuing to keep our limited map-making community alive.... -
Tiberian Dawn - The Huge Collection (single player)
MattAttack replied to Chimas's topic in C&C Singleplayer Maps
Yeah and if you're planning on adding my "pros" campaign to your collection, keep in mind a lot of the missions have to remain named the same because a lot of them are going to utilize stuff hard-coded into the game for those specific mission numbers. For example, Nod 11 will revolve around a "CHAN" trigger which won't work if the mission is renamed something other than "scb11ea/eb" -- I was meaning to tell you that for a while.... But otherwise, KEEP UP THE GOOD WORK!! -
Command & Conquer: Dawn of Tomorrow teaser thread
MattAttack replied to Kilkakon's topic in Modding Discussion
neat! Does this mean you got it to play in-game?