good because I was about to report saying I was going to be in late
combinations of Uni exams starting and moving back into halls, getting used to how DoT plays, trying to learn how to make missions for C&C95 (still stuck on this bit)* and then subsequently making them for DoT.
*I have good experience of doing the majority of stuff using Raed for RA, but thats easy and I'm still a total scrub at C&C95 mapping.
Smaller RA maps tend to just be instant tank jew rushing, or if there are lots of central resources (like kotg) then it could be a barracks spam + building war or just tesla block.
Sadly RA is very limited in trying to mix it up.
In a team game one allied player gives that team a huge advantage. Unless, of course, the map is designed for the Russians.
So pretty much every single "pro" map (maybe except ribbon)
if you're making this for online you can use anything in spawn1.mix as a .shp source. (for whatever reason it won't be accessed from offline)
In this case you should use the non-turreted version of the MRLS found in spawn1.mix under the name sam2.
The horrible collapse when everyone starts being a bunch of douches?
But seriously CnCnet is a wonder, a thumbs up for all the devs and people involved, you guys are awesome.
I loved those sorts of missions, particularly the one where you have a bunch of damaged units and a repair bay, that was a personal favourite.
Some of the Nod scenarios (particularly when you didn't have a base) were pretty tough imo. Other than maybe one GDI mission I thought a few of the Nod missions were really really hard (and yes the covert ops Nod missions are pretty difficult)
<insert super manly death sound>
Reminds me of the time when modding RA I changed all the tanya sounds to be those of the C&C1 commando, and forgot to change the .shp
So I had female tanya making super buff/manly noises and speech all the time. XD