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skylegend

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About skylegend

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    Rifleman
  1. New Twitch Livestream page live

    Hey Grant, please add my Tiberian Sun stream @ https://www.twitch.tv/therizingdragon thanks =)
  2. Hi, who still playing?

    Will be online shortly hopefully!
  3. Hi, who still playing?

    Hi, will try to get on sometime in future a bit busy lately
  4. Sponsor Cash Prize for Tiberian Sun Tournament

    it is still early yet as to what style tournament (if any) but as i said i posted early for interest and to get the word out so plenty of time for people to be aware or even lower skill lvl players to train up to possibly be a good contender. I know some people will be thinking the intelligence of TS community players is not that great or w/e but if there is going to be enough interest for a tourny and I have said I will sponsor the cash prize if there is I think it is great to give everyone time to prep beforehand before it gets started.
  5. Sponsor Cash Prize for Tiberian Sun Tournament

    why u guys spamming this topic? this is about interest in tournament...
  6. Sponsor Cash Prize for Tiberian Sun Tournament

    After this week or next week i won't be so tied up with business hopefully but yes I do want to really sponsor cash prize tournament to hopefully generate some activity also and if there is enough interest just want to get the word out early so there is plenty of time for people to know beforehand
  7. Hi, I have been inactive for a week or so now just busy with some work stuff but I am wondering how much interest there is if I was to sponsor a cash prize say $100AU or so for a 1v1 or 2v2 Westwood Maps Style Tournament. If people could perhaps register their interest for the tournament here and their preference (1v1 or 2v2).
  8. Custom Gameplay Maps

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  9. All players work as a team to stop the 21 waves of different units from reaching the other sides of the map (waves get harder as game progresses) v12.5 - unit count must be set to only 1 to get the map to work or you will get an internal error because the extra units cannot spawn - firestorm game option must be selected for the final boss to spawn - on 2, 4 or 6 player map there must be an AI player set to the central position and opposite team to the defenders to get the map to work (the AI player does not actually do anything it just idles if their mcv deploys) - on 8 player map AI player not necessary with full lobby, just no score screen shown afterwards if you win the map and the game crashes - waves shown in top left middle box so you know what is up next - player that lets any units through to the end of the other side of the map will be shown to everyone and the game will be over!! - do not 'block' your grey maze path with your hero units (annihilator & destroyer) to ''TEST YOUR MIGHT" - tick tanks are unable to drive onto the grey path and grey spawn areas they must drive around the grey paths - for the 'KILL' control the host must select GDI and pick the color Gold for it to work properly (you are given the repair vehicle when game starts and you send it over the green number to kill a player's construction yard on that starting position) download 2, 4, 6 or even 8 player versions below & happy gaming SKYSTOWERD2v12.5.mpr SKYSTOWERD4v12.5.mpr SKYSTOWERD6v12.5.mpr SKYSTOWERD8v12.5.mpr
  10. Custom Gameplay Maps

    Hi everyone I have made 2 custom style gameplay maps (still in testing) on Tiberian Sun To play these maps first download the map files below at the end of the post (.mpr) then move the file(s) into your maps folder westwood/tiberiansun_sunonline/maps/custom First is Tower Defense for 2, 4, 6 or even 8 players!! (v12.5 latest release) All players work as a team to stop the 21 waves of different units from reaching the other sides of the map (waves get harder as game progresses) - unit count must be set to only 1 to get the map to work or you will get an internal error because the extra units cannot spawn - firestorm game option must be selected for the final boss to spawn - on 2, 4 or 6 player map there must be an AI player set to the central position and opposite team to the defenders to get the map to work (the AI player does not actually do anything it just idles if their mcv deploys) - on 8 player map AI player not necessary with full lobby, just no score screen shown afterwards if you win the map and the game crashes - waves shown in top left middle box so you know what is up next - player that lets any units through to the end of the other side of the map will be shown to everyone and the game will be over!! - do not 'block' your grey maze path with your hero units (annihilator & destroyer) to ''TEST YOUR MIGHT" - tick tanks are unable to drive onto the grey path and grey spawn areas they must drive around the grey paths - for the 'KILL' control the host must select GDI and pick the color Gold for it to work properly (you are given the repair vehicle when game starts and you send it over the green number to kill a player's construction yard on that starting position) Second is Outpost Battle for 2-8 (v1.4 latest release) North Team vs South Team (1v1 upto 4v4) in a fight to capture and control 5 outpost zones in the middle of the map in order to produce units and push the enemy team back until they claim victory!! - buildings and defenses can only be built on the grey areas (within the rock foundations) - war factory/helipad/repair bay can not be destroyed even if forced fire upon they can only be captured to produce units or stolen from other players and they can only be destroyed if the player who owns that building surrenders - the max limit is displayed next to the name for each unit in brackets eg. Titan (20) max of 20 titan units per player - the Mammoth Mk. II is the hero unit for this map (watchout) and it can also carry 2 engineers I am updating the maps when I can so be sure to check back here or online for any new versions released. Happy Gaming SKYSTOWERD2v12.5.mpr SKYSTOWERD4v12.5.mpr SKYSTOWERD6v12.5.mpr SKYSTOWERD8v12.5.mpr SKYSOUTPOSTBATTLE1.4.mpr
  11. River Run [2-8] Skylegend

    Hey guys found this map I created last year hope you all enjoy... It is westwood style similar to FF but way more fair starting positions. RIVERRUNSKY.mpr
  12. Looking for 2VS2 map ideas

    Hey guys. I absolutely agree with what u guys have said. Thats why its so hard to come up with a design that offers similar game play style as terrace, but also allowing players to use different strategies and staying away from easy 'bunking' and unlimited tiberium style maps. If you guys would like a version of Terrace so you didnt have to build to the left to expand towards the middle out of Top Left position if u dont know how to 'fast click' glitch build over the cliff near the front entry which is also much faster than building to the left to expand. This would be very simple for me to do. Everything else would remain the same. I did spend alot of time on a map i created last year similar to FF but revamped to create more equalness but not so far as to absolute symmetry. The map was called 'River Passage' i think tsplayer has it i have no backup of the file anywhere. It would be much more easier to distribute online via the cncnet client as it is a feature rich map and wasnt able to be transferred to players on old WOL due to its limitations.
  13. Looking for 2VS2 map ideas

    Hey. I made this thread for anyone who has ideas to input towards a 2 VS 2 style westwood map. If we can get a general idea of what the majority of players would like I would be willing to create such a map... I know that most players would probably want something with fair starting positions for all 4 players. I would probably create something similar to Terrace that could be used as a 1 VS 1 map also. The more important things to consider: - map width and height dimensions? (larger or smaller then terrace?) - tiberium amounts and locations? (how much blue & green tiberium should be on the map?) - map terrain & accessability? (should there be cliffs, entry points but not ridiculous bottlenecks like bbg, high and low ground like terrace or just simple flat?) - veinholes? (should NOD be able to utilize their chemical missile technology?) anything else that I have not mentioned here that anyone would like to suggest is also welcome...
  14. Is the CNCnet sever cheat free?

    if you wanted to be able to detect non-original or clone type units & buildings you would have a list of all the defaults and then cross match to see any extra entrys that have been created
  15. Is the CNCnet sever cheat free?

    i remember that dragons lair when you build silo sell u get mass money. To save u guys some time here is what i know... mod maps that have entrys that contain speed/cost/etc mods can be added into map files via finalsun map editor with 'ini' editing or i believe sunedit2k which if i remember correctly was a more simplified user friendly unit/building editing and creating program. I dont know the process exactly but TS reads the mod map file and any entries contained in the mod map override the original rules.ini file temporarily for that map. Its like it reads and implements any changes to original values in the mod map compared to the rules.ini and everything else that has not had their default values changed remains the same. I hope i make sense here and its easy for u guys to understand. so in the case of 'buy silo then sell get 50k', the buy silo is irrelivant. it works like this... There is a main entry and its sub-entries have values e.g. [bASIC] Name=Dragons Lair (the map files display name) RefundPercent=1000% (the percentage of credits u recieve of a buildings original value when that building is sold) the way the game rules works, u would not have to build a silo and sell to gain the 50k or however much credits because their is nothing that tells the game that you have to build the silo and sell to get them it is most likely because a silo is cheap and fast to build and not an important/necessary building to keep your base functioning. The 'RefundPercent' applies directly to any building sold. to give u guys an example how the game rules say that something is required in order to get more tech options here is part of some rules to give you a general idea: [PROC] Name=Tiberium Refinery Cost=2000 Prerequisite=GAPWR,NAPRW The 'prerequisite' sub-entry is what is required to be built beforehand in order to aquire this option/tech. In this case, [PROC] which is the code for a tiberium refinery tells us that we require the [GAPWR] GDI power plant or [NAPWR] NOD power plant to be constructed first in order to get the refinery option available in the sidebar.
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