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Tschokky

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Everything posted by Tschokky

  1. Nothing is too much work if it makes the tileset great to play on. I'm happy you like the fossils, they are TREX, TRIC, STEG and RAPT skeletons What would you have me animate? (and I can use a different palette for drawing the animations, so it isn't that hard if you know the tricks)
  2. I'm guessing when you make a map in EDWIN and spam everything with CLEAR1 and ore/tiberium, what you see in the editor are the same cells. When you save the map in EDWIN and load it again, tiles and ore are already randomized. RAED does not randomize these 1x1 mutliple tiles, the above picture is an acutal in-game screenshot part, the metal tiles are 1x1 multiple tiles and NOT randomized. I suppose if I edited the MapPack section I could probably randomize the tiles manually, but I would feel better if RAED did that. Anyway, how do you like the new tiles?
  3. Fossils and RF tiles done. What do you think about the abyss? (diagonal tiles are yet to come)
  4. I see. I definately would like to give this theater to the community, so I'll make a new mix for it, retain interior tiles and name it something like CAVE.MIX / _TILE_.CAV. How does that sound to you?
  5. Why? I'm asking because I use interior tile names for my normal tilesets (e.g. the new DESERT theater used WALL0001-3 for the bushes, XTRA0001-12 for original DESERT rivers) for extra tiles and I had no problems with RAED. I would definately stick with interior if I can. I was pretty sure Edwin was out of the question, but what problems you think it will cause with RAED besides what I wrote (and suggested a workaround)?
  6. An issue for RAED: I think 1x1 tiles with multiple sets other than CLEAR1 don't seem to work properly, only tile #1 is inserted which can make maps somewhat bad looking. There is a workaround of course (make the multiple 1x1 tiles ordinary nxm tiles), but that's really inconvenient with all the copy-pasting around.
  7. I think that would have the unpleasant side effect of the AI building everything on top of each other, blocking units/harvesters. Would you like a different bib design?
  8. Wow, thanks for all your great comments and suggestions. i suppose adding [ATEK] Cost=1200 compensates for no GPS as well. i really like the abyss/fossils tiles so I'll make them.
  9. Yes, it's obviously stupid to be able to build things that would just ram into the ceiling, but then you have to add all these exceptions to every Interior map. What other tiles should I make?
  10. Camo: dirt - MSLO: metal plates Sorted out the brick floor edges and bibs.
  11. One good question is what do you do with the Camo Pillbox and the Missile Silo?...
  12. The first picture was a mock-up. These are actual game screenshots.
  13. Here's a first look at the INT expansion. Comments, opinions, criticisms? (Wall shadows are quite a challenge...)
  14. Oh well, I have to cancel that tiberium-minimap project, because the font shadow uses the same color as the tiberium/ore on the minimap. I have no idea how to change font shadow colors in Red Alert 1....
  15. I really like this thread. Lots and lots of things to learn here, and I would be priviledged to play against any of you. Aside from tactical and technological issues I think it's very very important to be completely focused on the game. I noticed that I always lose if I'm not clicking/grouping/building fast enough (and simultaneously). Even though I consider myself a fair player, I find it difficult to keep up with the pace some players dictate. So aside from technological/tactical advantage, there's the advantage of the mind, which is really-really hard to work out. And that's what makes C&C one of the greatest games because it tests your mind, your integrity and thinking, something Red Alert completely lacks, since you can just tank rush the other player and there you go. This is also the reason I modded RA into C&C in the first place. A slightly better interface for the great classic. I'll be coming out with a new edition soon, improving the radar minimap (hell of a work, but it makes the mod so much better, even more C&C-like).
  16. Try a virtual machine running an earlier version of Windows.
  17. "those last blind spots in my C&C1 knowledge" I'm surprised to hear there are any
  18. Glitch report: I have just played a very good TD game with Luca on cncnet and he beat the hell out of me. When I resigned, one of my HARVs was about to enter the refinery. Everything was destroyed except for that particular HARV.
  19. Fully agreed. Levels are like that are just pure nonsense. Although I can imagine a mission in GDI grabbing a Nod stealth tank and you have to get across some trouble with the stnk to complete the mission. Anyway, missions with lots of odd units are just as bad as those rubbish infinite ore rectangular horrors in RA1 multi.
  20. Yep, I know what you mean, I made my own TD-RA mod, too, now I'm adjusting the original ww RA campaign Too bad it only works with a Badger and not with a LST and TRAN.
  21. :DDDDDDDDDDDDDD de hülye vagy, KELL ez a map, Gyurcsány a Recon Bike-ban tör majd a Fideszharveszterre! MSZP is a left-wing political party here in Hungary.
  22. My total TD conversion replaces the Shock Trooper as the Chem Warrior. All animations are done, working very well.
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