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MattAttack

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Everything posted by MattAttack

  1. here in the TD multiplayer map section http://cnc-comm.com/community/index.php?topic=447.0 BTW, what was the res SS was originally played at?
  2. you mean people actually read these bible-length wacko ass rants?
  3. wow! I think that's the best one yet... Now you just gotta let me add civilians walking down the street and trucks/cars cruisin' down the road for you!
  4. Oops, I am the slow one! You are right about the MRLS. I was confused and thought you were talking about the SSM. (the flame/napalm rockets) As far as the squishing, the problem is that they probably wont try to squish unless the commandos shoot at them. I'll have to test to see how to work this out. As far as making the map, this video is a good start. A lot of the stuff he's talking about is in regards to multiplayer maps, but it's still a good guide to making what's needed. https://youtu.be/xfmT_mwPIFA It's not that hard, it is jut a little time consuming to get it to look nice.
  5. Heh heh.... I'm making a concentrated effort to not be so sadistic anymore.... I moved the "impossible" gdi mission (blood beach) to level 4 and now you have commandos and can build grenadiers. It's why input helps. Since I made the mission I knew exactly how to beat it. (and wrongly assumed others would find it easy) And as far as X3M's suggestion: It does sound a bit brutal, but for the most part do-able. The only problems would be: A) I wouldn't rely on the sold CY producing an engineer as it's a pretty big gamble and you wouldn't want your mission hinging on it. B) The "squishing" APCs probably would only sit there and shoot. I don't think I'd reliably be able to get them to "squish" C) If an MCV is on he map, it will be visible. No way around that. Maybe could reinforce it...... D) GDI MRLSs would be mixed tech! tsk tsk, a sin in my book! lol (maybe rocket trucks?) However, I really like the idea of a "power puzzle" mission and oddly enough, it's an idea I've been messing around a bit with lately. I'll tell you what, if you make the complete "terrain/map" in XCC I'l take a crack at it. Can't promise it'll make it into the campaign (in that form), but I like a challenge! AND: ATM I'm actually working on your Nod vs. Nod idea. I'm going to make it one of the GDI 5 missions, since that's when Nod can build tanks and GDI can't.
  6. Amen brother. I was about to suggest changing the name of this website to: www.xwis/vs/cncnet/YRandTS/hatecirclejerk.com :ranting: And I never got a chance to play SS back in the day, so I love the idea!
  7. Hell yeah, cn2mc.... here's my favorite Priest song; 2:57-3:28 always reminded me of the music from a MegaMan or something.... http://www.youtube.com/watch?v=eYwHnc114-o Back in '97 I went to see Iron Maiden with Rob Halford opening for them and he stole the show by playing this! Then Maiden came out and played a bunch of songs I didn't give a shit about.... (with the exception of "the Trooper" & "2 Minutes to Midnight")
  8. Since it's all about that paper, rock, scissors thing why not throw scissors at the player if they're building paper. And if they wise up, they'll have some spare rocks laying around nearby! It'll also help randomize what the AI is doing, so a map will be a lot more unpredictable and you'll probably get a lot more replay value out of it...... That's interesting about RA though. So you can attach a "built it" trigger to a particular unit? neat!
  9. I hate to concede that something is not possible in TD, but I regret to admit you cannot trigger events by building a certain kind of unit. Only structures can activate a "built it" trigger. Thanks for the input, though!
  10. If you're asking why I'm replacing the original missions instead of adding to the covert ops, there are a couple reasons... First, there are certain concepts that are ONLY hardcoded into the original missions..... Besides CHAN spawning from a destroyed Tech center which you can link triggers to in mission 10 (I think) and a couple things like that there are also small behavioral things like Harvesters not running over attacking infantry or structures not repairing as quickly in the first couple of missions. Also, I like the idea of having alternates for more replay value and replacing ALL of the missions is, well, just utterly insane! EXCELLENT IDEA!!! I will do this! heh heh, I'm already planning on having triggers where the AI spams TONS of infantry every time you build an obelisk! Alas, 1 small problem with this is that it would have to involve celltriggers and Stealths won't activate them if cloaked. Hmmmmm.... could perhaps have a different goal, though. Maybe a squad of Stealths have to infiltrate the base and destroy a prototype Mammoth..... interesting..... But thank you for the input!! Stuff like that is immensely helpful and all of those ideas are good! And if anyone has any half-finished maps or just concepts they'd like to contribute, I'll gladly take them into consideration..... Which reminds me--- being the horrible douchebag that I am, I totally forgot to credit cn2mc for Nod mission 3EB. It's a map he totally made (which I only altered slightly) and I adapted his basic concept into the mission. SORRY!
  11. hmmmm interesting.... I'm trying to picture it in my head. Maybe a Nod mission and you control some civi units as well to be your cannon fodder so your more useful stuff (flamers & bazookas) don't get sniped. Call it "Operation Human Shield" heh heh... Heck, if you have time to draw up a map I'll give it a go!!
  12. A-10s, unlike any other air unit, seem to be sensitive to the 1 cell border inside the map edges. They won't spawn at a location which is impassable on the playing field. They also never seem to spawn from the same spot more than one time and once they run out of spots to spawn, they will ALWAYS spawn in the extreme NW corner, regardless of whatever edge that particular house is set to.
  13. IMPORTANT!!! This campaign will NOT work with the stripped down cncnet version of C&C. You must have Nyerguds' full version!! So here we go! Here is the updated version of my Tiberian Dawn for Pros campaign. It now includes GDI missions 1-11 and Nod 1-12. It is meant to be occurring concurrently to the original game. This is the culmination of all of my trigger research, artistic training, and passion for Tiberian Dawn. If you're like me and could beat TD and Covert Ops blindfolded then this is for you! I've done everything in my power to counter the dumbass AI of the computer using all kinds of crazy scripting tricks and specific map layouts. Since I first played C&C back in the 90's I wanted to make this and I couldn't be prouder. Hopefully this will work with the remasters, but we'll see! All of the maps are by me, with the exception of: SCB03EB- based on a mission by CN2MC-- I slightly altered his map and scripted the entire thing from scratch, although the concept of the map is basically the same. SCB12EA- Based on the MP map "High Tide" by CN2MC-- Again slightly altered the map for singleplayer and scripted an entire mission around it SCB05EA- Based on the SW MP map "Double Battle" by GiftS. Same changes as above. I’ve also included save games if you want to skip ahead, but they’re all in 1024x768 so if you play at a different resolution, weird shit happens and they don’t work correctly. How to play? Simply download the .mix file into your c&c directory and select "Start New Game." (this screen:) The missions are meant to take place worldwide and not just in Africa or Europe, but I just never got around to replacing the map select screen..... maybe someday! Someday, also in fantasy land, I'd really like to make all new briefing videos. Instead of screenshots, I just made a "trailer" for the whole bloody project: Known bugs: If you're crazy like me and try to play it in DOS c&c, you may get a few minor graphical errors. For some reason, there seem to be a few missing "template" tiles in the DOS version. I usually play singleplayer with ddraw switched off, and the only time I ever got a crash was when I was trying to record with ddraw enabled. Maybe it was just bad luck? You're on your own if you try playing this at a resolution higher than 1020x768 -- all bets are off at that point and you're likely to have a crash....... And PLEASE let me know if you find any bugs, hate it, love it or whatever..... YOUR FEEDBACK HELPS!! (I really honest to god was trying to not make these missions too difficult!) ALSO: Special thanks to everyone who tested the maps and gave me all the awesome feedback. Kilkakon, White, Gifts, Jacko, RC1985, Chimas, cn2mc---- I think that's everyone........ THANK YOU!!! oh and of course thanks to nyerguds for answering all of my annoying questions! !TD4PROS_5_25.zip
  14. Ending the airstrikes by destroying the comm center is something that has to be explicitly scripted in the mission. I know Nod 5 is definitely like that, not sure which others....
  15. I'm 36 and I drink shitty beer and fart a lot.... When I grow up I want to be a medium tank.
  16. I'm starting to think it's the main function. Until I started making low-tech missions and noticed this trait, I always assumed the higher the U1, the less they'll stray from their orders to retaliate. But, while making this video, I could not get the teams to reliably repeat behavior related stuff in regards to the U1. I was certain the team with U1 of 20 wouldn't stray from their waypoints when I attacked them. I was wrong. Now I've been testing it with different types of units and it seems every time I get a different result. I just changed the 5 men to 2 buggies, and the buggies ALL stayed on their waypaths. O_o I partially still believe higher U1's get less distracted (especially Chinooks) but it seems to depend on a lot of other stuff that's still a mystery. More to come when I get some more time!!
  17. well, I already have a "commando stalking you" mission, so "KEEP EM COMING!" ha ha :yo:
  18. Who knows what reasoning WW had behind this logic. It's like reverse engineering and trying to understand their mindset. As far as your questions, iirc if the teams are comprised of mixed units, they usually will strip them from another team with a lesser U1#. I don't think the second team would replace the units unless they were set to "replace" maybe, or if the team was created anew. I know, so many questions. I just tested the mission with link logic, force move, # of teams and even replace. None of them really affect the whole recruiting logic. The only real funny side effect was replace. All teams were set to replace and if you killed a guy from the 15 team, a minigunner would replace him from the 7 team, and one from the 0 team would replace him. Then a guy would get drafted from the unassigned units to join the 0 team. Kill 1 guy, and it's like a domino effect. If that makes sense...... Now, the next video (hopefully) will deal more with how U1 affects combat behavior which I [glow=green,2,300]DO[/glow] believe interacts with these numbers a little more. BTW if you have any crazy ideas for missions, throw them my way. I could use some ideas for my campaign...
  19. Finally done with video 7. Discussing my favorite trigger, "built it." Also part 1 of trying to explain the U1#. In this vid, it covers U1 of 20+ not getting distracted when you attack civilians and how you can recruit units from existing teams depending on their relative u1#s. I know, sounds exciting! :yo:
  20. wow, really cool! I've played both the GDI and Nod only once, but I'd have to say that they're pretty fun and I didn't win as fast as I thought I would. I don't want to spoil anything, but I think that the map was neat, and the AI was aggressive enough to pose a challenge. Of course, I'm going to go back and play them again with my previous experience and try something different, but overall I thought it was well done. I'd like to try the MP version, also. This is probably due to the the # of men in the teams. I think I successfully got up to 8 grenadiers to not get stuck at waypoints in a team once, although they'd still get twitchy once in a while. Really, I keep my inf. teams at 5 max. Teams set solely to "attack units" can be as big as you like (I think), but teams moving through waypoints need to be small enough for all units to touch the waypoint.... or something like that. I think the realistic max 8 infantry OR 5 units. Any combinations would require more testing..... Also, I think a couple of teams u1#'s could use adjusting, but I plan on trying to explain that in a video soon...
  21. yeah, I ran into a similar cap with structures. iirc the limit was 300. the map would still play if you were over the limit, but it would only place the 1st 300 in the .ini on the map and you couldn't even deploy your MCV until you started destroying existing buildings!
  22. OMG! Someone else made a SP map?! I can't wait to try it!
  23. I'll try to look at it tonight if I can...
  24. I'll have to check this out, because I know that "Badguy" cannot build medium tanks from a WF and I'm skeptical that GDI would be able to build Hummers from an airstrip, but who knows!? heh, I always just thought it worked this way but I suppose it kind of serves both purposes. I think it's weird that you get a couple of apaches for capturing the tech center though...
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