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[CC] RaVaGe

Ladder Tester
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Everything posted by [CC] RaVaGe

  1. Check the other links section of the tutorial, afaik there's a great trigger tutorial on PPM site.
  2. Now you learned and are in pro mode? Did you figure things out?
  3. @MapDesigner you didn't read all of the "how to make a map" thread there's a tutorial there.
  4. A lot which is why I summarized most of the chamges, I'll try to make a more detailed change log in the future.
  5. Even with the ore balanced, it's still better for Soviet.
  6. I would suggest using "DxWnd" renderer with "Video Back Buffer in Memory" enabled.
  7. That's right comrades, a new Tournament Pack that includes a whole bunch of exciting new maps and a new category called Tournament. You can find these in the "Tournament" drop-down game mode in the CnCNet Yuri's Revenge client. Now you can truely have your "Pro" games without forgetting to change those settings back from crates. Awesome. Where do I find this update? Right there in the client, under the Game Mode dropdown you can choose the new Game Mode called Tournament. In here the maps will show up. The detail.... New game mode to custom games called "Tournament". This game mode is aimed at competitive players and tournament organisers as it enforces the same game settings as found on CnCNet's ranked ladder with the exception of "Multi Engineer" & "No Dog Engineer Kills" as those settings are left available to satisfy player preference. The maps under this mode are selected by competitive balance and most of the maps are heavily edited counter parts of their original cousins to ensure the best game-play experience and fairness to all three factions found in the game. The games played under this new game mode do NOT count as ranked ladder matches and wins or losses will not be recorded by CnCNet. New competitive [Pro] versions of eight completely new maps playable under Battle & Tournament game modes. Pinch Points by WaveShiko Lovely Snow by WaveShiko Stardusk by WaveShiko Bloodfeud II by Toveena Dune Patrol II by Toveena Cloudnine by Speeder Proving Grounds by FReQuEnZy Tournament Map P by FReQuEnZy New five re-balanced versions of original maps playable under Battle & Tournament game modes. Dry Heat Dustbowl Sahara Mirage Frostbite Twin Peaks (renamed to Twin Plateaus) Please keep in in mind that all of the above is the result of the continuous efforts different community members and progress does depend on player feedback. Any constructive suggestions and bug reports should be PMed to @FReQuEnZy Thanks go out to... @Speeder for letting me use maps from the Mental Omega mod's map pool. The talented WaveShiko for making new maps like a machine and allowing me to edit them. @Toveena for making new versions of maps inspired by Westwood's originals. @Omituinen @heldro @ZAIN @Linfeng For play testing the maps. @FlyingMustache & daijobu for providing valuable feedback and solutions to existing balance problems. @Grant & @dkeeton for their continued support of the community and helping me to develop this update. If I forgot anyone, please PM me or Grant!
  8. @MapDesigner Just copy and paste the respective entries of tibtree to your map via notepad. Open map in notepad > copy entry starting from [tibtre01] > edit values
  9. Search on Google. & use this patch.
  10. [TIBTRE01] Name=Tiberium Tree SpawnsTiberium=yes RadarColor=192,192,0 IsAnimated=yes LightVisibility=4000 LightIntensity=0.01 LightRedTint=0.01 LightGreenTint=1.5 LightBlueTint=0.01 AnimationRate=3 AnimationProbability=.003 Immune=yes ;Immune=no [TIBTRE02] Name=Tiberium Tree SpawnsTiberium=yes RadarColor=192,192,0 IsAnimated=yes LightVisibility=4000 LightIntensity=0.01 LightRedTint=0.01 LightGreenTint=1.5 LightBlueTint=0.01 AnimationRate=3 AnimationProbability=.003 Immune=yes ;Immune=no [TIBTRE03] Name=Tiberium Tree SpawnsTiberium=yes RadarColor=192,192,0 IsAnimated=yes LightVisibility=4000 LightIntensity=0.01 LightRedTint=0.01 LightGreenTint=1.5 LightBlueTint=0.01 AnimationRate=3 AnimationProbability=.003 Immune=yes ;Immune=no Exctracted from RulesMD.ini ; This is Ore [Riparius] Name=Tiberium Riparius Image=1 Power=0 Value=25 Growth=2200 GrowthPercentage=.06 Spread=2200 SpreadPercentage=.06 Color=NeonGreen ; **WARNING**: If you change this color, notify Bret_a ; These are Gems [Cruentus] Name=Tiberium Cruentus Image=2 Value=50 Growth=10000 GrowthPercentage=0 Spread=10000 SpreadPercentage=0 Power=0 ;10 Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4
  11. Same as with any transports, unless you do it per map and script it using waypoints... How is this compatible with the client now?
  12. I can't remember the actual limitations, there is one where the game crashes on loading the map that's too large.
  13. Because the coder of the map editor and the game engine didn't get along. In a world where two experienced professionals would have coded the map editor and the game engine the limitations would be clearly explained. You must first extract them with xcc mixer from the game's missions.mix or was it maps.mix... Then enter the partial name in the FA2's open dialogue and it should show up.
  14. @eliteGi What's causing your map to lag is due to the number of lights you have used. Even a modern supercomputer like mine would lag under that emulation load of rendering all those, deploying a handful of desolators across the map already causes lag, so never mind 20+ light posts.
  15. Updated first post with links to make topics easier to find in this thread.
  16. It's far from 'fresh' it's like xwis with the maps patch, though the modernised point system helps it stay a bit more fun. I have some nice updates planned for the next few months. July: Removing unfair matchups by using per map win data from the ladder. Mid July/Early August: Tournament game mode that will be available in the custom games (these are not recorded on the ladder) that will include a selection of existing, original re-balanced and also entirely new maps that are fair to all 3 faction match ups in 1v1/2v2. These maps will also get added to QM. August: Reviewing of data collected from new maps and scenarios to find any balance issues.
  17. The reason why I said I didn't care or was "too lazy" to check is that proving these facts changes nothing and produces no useful results of any kind. It's a waste of time unless having a pointless conversation is your idea of having a good time.
  18. Every infantry has some use. Conscripts Great cannon fodder. Good against prism towers when combined with rhino tanks. Tesla troopers Good combination with rhino tanks when holding choke points. Good combination to power up a Tesla coil to defend against advancing Battle Fortresses & Master Minds. Flak Troopers Cost efficient counter to 1-2 roceteers especially when building a proxy barracks is more efficient than making a flak track/cannon. Desolator A powerful area defence unit when deployed or as an offensive unit when combined with flak tracks into "deso-bombs". A highly tactical area/map control unit. Ivan Excellent for rushes and taking out key tech or production structures. Can place bombs on other units for explosive area effect. These are just a few, you just gotta play ranked games and see how the top players play, check out their streams and you'll see.
  19. Nice video.
  20. This map comes with the vanilla game as well... Why don't you have it?
  21. I downloaded KKND2 and it works on Windows 10, with full HD reso (custom patch).
  22. I recently found a small community forum for KKND Krossfire while I was searching for a map editor for the game and it seems they went strong from 2007-2011. The forum had sections for map makers and for organizing multiplayer games, though it's dead now. There's far too little interest, so you're too late.
  23. Got better things to do and I don't care enough.
  24. I believe you're confusing KKND 1 & 2. The PSX version was the same IMO.
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