Jump to content

CnCNet Forums

Search In
  • More options...
Find results that contain...
Find results in...


  • Content Count

  • Joined

  • Last visited

Everything posted by Messiah

  1. I built some high-detailed maps, though these are derived from a single player campaign I made some years ago, so balance is not fully achieved.
  2. I like that windmill, awesome! Does it rotate? This Redoubt building looks quite blank. I would add some more detail to the surface, e.g. by adding a texture to the 3D render model, or adding the faction logo on one of the surfaces. Generally, your shapes have a weird pixellation. I guess the reason is either an insufficient algorithm for the conversion into a palette image, or the colors of the images itself do not really fit into the C&C1 palette. Latter issue can be fixed by shifting the colors of your image more close to those colors used in the C&C palette by using brightness/hue/saturation tools. The outpost building has 3x2 foundation, right? It looks quite small, you should make sure your building fills the whole 72x48. What do you think of this building? There are more of my artwork here in this thread, you can use any of them.
  3. 🤣🤣🤣 The lava eruption. Awesome!
  4. Why that? A high level of detail is part of any good map. I don't agree, restricted maps are interesting, because these put the emphasis on micro-management instead of tank rushes. But both players should have the same amount of tiberium and the same distance to tiberium fields (south has longer ways to tiberium?) and base access (south has more freedom of movement). You either can restrict the map for south by connecting the southeastern river with the lake (add 1-2 bridges) or placing some additional trees. Otherwise you can expand the access for north by adding another bridge/ford. Seems that the ford between the north player and the large tiberium field is blocked by a tree. There are no blossom trees at all? Generally, I would advice to put the player start locations at the east-/west edges in 1 vs 1 matches to avoid the weapon range advantage for the southern player.
  5. expandmd06.mix is that file which I have linked above, containing the art files which are used in the terrain expansion, e.g. new terrain surfaces like concrete cliffs in a winter map, etc. If this file is not placed whithin the game folder, my mission will crash upon start.
  6. It's problematic to play these missions from skirmish, as I would have to reset all houses etc and, if I remember right, cell triggers and NodeCounts don't work too. Which game version do you use? Did you place the expandmd06.mix in your folder?
  7. 2-8 player. terrain: extreme restricted ressources: medium Asymmetric, but all players have about the same amount of ore and access to oil derricks. Ingame map preview is rescaled to keep map file size small. hwm8pl2.map
  8. 2-8 player. 200x200 cells. terrain: restricted, heterogenous ressources: low to medium Asymmetric, but all player have about the same amount of ore and access to oil derricks. Ingame preview size is rescaled to keep map file small. do14wo.map
  9. My second large-scale YR mission, again on a detailed 200x200 map. The mission itself is finished, but string-tables (ingame mission briefing) are not implemented, so follow the briefing in the readme file. Play it by starting the soviet campaign. Playthrough time is roundabout 3-4 hrs. I added some Ares tags. Although this mission works without Ares, but it adds some additional features. Download link is below the pictures. Einstein was captured and is now forced to work for the soviets. We sent a special ops team to free him, but due bad weather the team was dropped at the wrong place. Go out and find your way back. When you got Einstein, you have to destroy the research he has done for the soviets: Destroy the red tech centre. There are a few AI bugs I didn't managed yet: - AI sometimes places buildings somewhere in the map - AI doesn't repair newly placed buildings (both bugs apply to buildings placed due the AutoBaseBuilding trigger action) - AI sometimes completely ignores AI triggers (this seems to be randomly...) Screenshots: Einsteins prison is heavy guarded Yuri made Boris angry Soviet helicopter assault Download: yr_mission68.zip Terrain expansion is not included and has to be downloaded separately, e.g. here: https://www.file-upload.net/download-13780677/expandmd06.mix.html Without expandmd06.mix placed in your game folder, the missions will crash. Ares can be downloaded here: https://launchpad.net/ares/2.0/2.0p1
  10. I remember, I had an english teacher looking like her. Do you plan to do a public beta/pre-release? Otherwise, you should contest with the BER berlin airport instead of EAs TD remaster.
  11. It is working, but I'm not fully satisfied yet with it. Maybe I upload a beta version soon.
  12. Messiah


    Yeah, this seems to be a mod map, which will not run without additional .mix files.😣 Holland, what is the name of this mod and where can I find it?
  13. I build RA2 maps since nearly 15 years now, but that is actually new for me. I did an update, first post.
  14. Sometimes I do, but RA2 maps need much more time to complete than RA/TD maps. For this map I needed 3 months, and there are another 3 months of work for the singleplayer mission on it. I'm gonna fix these in the next days. Errors behind cliffs are hard to detect because they are not visible in the editor.
  15. Some people remember my huge landscape map, now I made another detailed landscape map for YR. Every player has two ore fields and one oil derrick, all other resources are scattered on the map. On this map, pathways are more restricted than on the other one. Super weapon recharge times are increased, so players have more time to launch attacks on the super weapon buildings. There are minor INI modifications, most of them for a better performance and a better AI handling of the map. version 1.1; 09.09.2019 hwm8pl2.map
  16. Infantry should be in a file called hires.mix and tanks are in a file called conquer.mix (which is inside main.mix). You can open these files with the program XCC Mixer.
  17. Messiah

    New C&C Show!

    So is this remaster a complete new game with modern 3D artwork and engine, where you play a remake of the original campaign etc? Or will this game use the original game files, e.g. the flat 2D .shp images and map files?
  18. South has access to its tech building, but North hasn't, because there is no ramp...
  19. It is getting autumn in Red Alert! autumn.zip
  20. make sure your AI house has a trigger with the actions: production begins autocreate begins AI triggers begin
  21. Nice. This one will work as 2 vs 2 or 3 vs 3 too, theoretically.
  22. I don't think the remake will have much similarity with the original game, though I have no further informations about it. I actually expect a completely new game using a contemporary game engine and modern 3D graphics, where they remake the original campaign and gameplay and fix some issues like the GDI weapons factory. Remember, the original source code for TD and RA is (most likely) lost.
  23. What is price for the core defender? Even for 10000 the new GDI stuff would't compensate that. I would actually like to see a match, where every player has just 1 core defender, nothing else.
  24. This is not possible with the original game. I guess there is a RA2 mod for RA3 or something like that.
  • Create New...