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Everything posted by Pat_Pas
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Circle Of Death 2vs2 4P What can I say about it....... nothing except: ENJOY! Battlemap mirrored and measured real exact to get no advantages for any of the parties. Should also work for a 1vs1 well. scm163ea.bin scm163ea.ini
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Here will be posted all battlemaps 2vs2 and 1vs1. I'll start with this one: Thirsty duel 2P The map is nearly exactly mirrored so it should be very equal. The mission objective so far: A chinook will land on the island, where your (sometimes your own, sometimes the enemies) mcv starts, but it cannot expand. The 4 engineers below the landing zone of the helicopter can be transported to the next shore you can see. There will be 4 buildings to be conquered, 1 Barracks, 1 Hand of Nod, 1 Adv. Powerplant, 1 Tiberium Silo. Conquer them and now you can expand your base. The rest is given, one big far channel for massive troup attack (the shape of a "2") and a smaller bypass for some more quick attacking. If youre NOD you surely will take advantage of the fast vehicles to rush into the enemy's base, if youre GDI it's rather recommended to block the ways and push forward slowly but forcing, so it is a matter of time who will win. Just like ever: Enjoy playing, tell me some bugs or important changes that would have to be made. scm102ea.bin scm102ea.ini
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I did! Now the 10 Maps are full! Next will be 2vs2 Battlemaps, maybe some 1vs1, too. ......
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Puh...... maybe I gotta try this when I'm bored, would be making the map completely new
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If you got some suggestions that would be fine, i fixed this map so many times, but i don't really know how to balance it even more, since it's very close to a pentagram (just considering the entrances of the hills). The thing with the harvester logic: I don't really know how to get behind to this because I always look what my harvs do.... have u seen the possible second entries for every hill? You only need to shoot the 2 trees and then you can harvest from the very bottom..... if you got some solution please tell me.
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Also post me any bugs or really HEAVY disadvantages. And for those who know it "better": there will always be a little disadvantage for anyone because they are not similar and every player plays different tactics or has a different level of skill so please be so fair to see what REALLY is a big disadvantage and what is only according to YOUR tactic you like to play.
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Yeah, no no it worked! I also thought of that second opportunity but I am glad it works now.
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Rush Hour 5P ___________________________________________________________________________________________________ Rush Hour Heli Edition 5P
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Ah ok big thanks Nyerguds! That should make it work!
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The problem is in multiplayer the waypoints automatically have the setting to be a spawn point for your mcv.... I don't know where you can block this command, the other thing with the chinook works now as it was intended to. For MCV starting points you just place a waypoint there and it's done...but that is the problem now. I have just seen this working on a different map but there the chinook points were the same as the mcv start points, only difference is that the chinooks dont appear right in the beginning.... If this doesn't work maybe I have to reject the fun part in the multiplayer map then and make a "standard" map out of it.
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Yes it's just for a multiplayer map, not mission scripting, I just want to place some chinooks there for the start, just like seen in the files (scm files are multiplayer only?!). To clear any misunderstanding: I created a map with XCC editor for Multiplayer, the 5 spawn points of the 5 MCV for the players are captured in sandbags. On a different isle there should be some engineers and neutral chinooks so that u can get your heli, catch up some units from another isle and then free your mcv. So actual I need 5 waypoints for the MCVs for the players, and another 5 waypoints just for the helis which can't be simply put on the map just like neutral buildings can be. With the waypoints now I finally could get my chinooks where I wanted, but the MCV spawns on such a point too, sometimes.
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OK here an update... the chinooks appear! But how can I manage that the mcv doesnt spawn there, too? The map should have 5 spots where only chinooks appear and 5 spots where the mcv can appear.... Is there some way to block the mcv spawn points on some waypoints?
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Cool I like new maps! Hey cn2, planning some 2 vs 2 battlemaps?
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I read the manual before and now again, what I forgot to mention is that i didn't write the files letter for letter, I created the maps with the XCC editor, so I didn't really know just by the text what to fill in where. Atm I try to understand the editor's Teamtype and Trigger function with re-reading the files in texteditor, thanks so far, I hope I get it with what u already wrote. But please also understand I have no clue about programming and also english is not my native language, so I try best, didn't just want to let others do this because I don't want by myself.
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Hmm thanks so far but I am either too stupid or it doesn't work so far.... I'll but the map data here, bottom left are 5 marks where the chinooks should appear at the beginning to be conquered.... may someone who knows this fix this? That would be nice and I think even faster... scm133ea.bin scm133ea.ini
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OK so I gotta place a trigger with "reinforce" - is that always a chinook or where do I change that, and the position where it lands? Couldnt find it in the trigger menu.
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Question is above, how do I place a chinook onto the map? When I just place the unit there, it won't appear. Is there some special trigger or something needed? Chinook shall stand on the map to be conquered.
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Looks beautiful, like to test it, the mountain thing with the village is good!
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I think GDI is here also good for, for blocking 2 Sides with tanks and push forward into the base. NEXT MAP IS HERE: Stripe Land 5P It is a little different map concept as you can see, all 5 players have to conquer the tiberium island, several neutral buildings appear on the north-east to conquer. Enjoy something different!
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Next map is called Extreme Islefight for 5 Players! At the beginning i was afraid the isles could attack each other too much but when testing i found out the difference is big enough. Enjoy! I have the raw map without tiberium and starting points still saved extra, maybe I produce a Beta Version with the bases outside and the isles full of tiberium or sth...
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Here my second map: Village Mountain Brawl It is for 5 players and has also lots of Tiberium and enough space for building bases. The Sandbag Barriers are for the beginning of a base to get troups behind them, beware of the (half healthy) Guard Towers! They kill each scouting Soldier ;-). Check it out, rate it and i hope it will also get uploaded soon for the very lack of good 5 player maps like Tiberium Valley. See you ingame - Manu
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Hi there, since the Tiberian Dawn Community is small but still there i wanna greet all the TD players I've already played with, my ingame Name is Manu. I will create some maps and here is my first one, I hope I can see it ingame one time because there are not really much 5 player maps around here with enough tiberium and enough space. I don't know why there are so many 6 player maps because the maximum is 5..... here it is! River of Slaughter (5 Players) Tell me what you think of it, I didn't spend much time in adding trees and so on because this map should rather be functional. See you ingame, join Manu's game Greez
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-Rush Hour Heli Edition is a kind of fun map: You start with your captured MCV and some engineers. A chinook will come for your rescue beneath your engis so dont move them next to you (the heli won't land there). Get the buildings you like (or do a different tactic) and the heli, fetch your grenadeers north of you and free your mcv. All then is up to you if you like to expand on the lower island or concentrate on your main base. Many tactics you can try with this map! Enjoy! For ideas or bugs contact me ingame! -The Blue Border is a 3 vs 2 map, the lower 2 got an adv. powerplant, a radar and a refinery to conquer. -Conquer the fortress is a 2 vs 3 map, the lower 2 got some more opportunities and the south advantage plus a radar and an advanced power plant for faster expansion. Download here! Always download BOTH files for each map!!! scm101ea.bin scm101ea.ini scm103ea.bin scm103ea.ini scm111ea.bin scm111ea.ini scm122ea.bin scm122ea.ini scm131ea.bin scm131ea.ini scm133ea.bin scm133ea.ini scm134ea.bin scm134ea.ini scm145.bin scm145.ini scm146ea.bin scm146ea.ini scm152ea.bin scm152ea.ini scm153ea.bin scm153ea.ini scm154ea.bin scm154ea.ini scm155ea.bin scm155ea.ini scm156ea.bin scm156ea.ini scm157ea.bin scm157ea.ini scm158ea.bin scm158ea.ini