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skylegend

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Everything posted by skylegend

  1. This poll is too generic really... I voted for both vet & non vet because we should have the option to play either and we can filter what we are willing to play... I also voted none in the mod map section because in my opinion maps like Giants of War and Big Bluntz Green and the like are not "ladder worthy" but don't get it twisted its just my opinion... I didn't think it related to "map fixes" & "patching/editing" faction properties. A better path would be to have flexibility to play standard versions and "patched" versions of a good selection of maps that the majority of the community can take into consideration and agree on. The "Balance & Veteran" updates is and has been a work in progress for several years now and will probably be on-going, we could go into detail here about the game being rushed and unreleased properly etc etc but we don't really need to... Humble wanted to get the Balance & Vet updates to a "good state" so we have been testing it in typical game play to get it there. We have made a TEXT file readily available on DISCORD that is in a clear and concise format while things are still being worked on for now... the plan is to post it to this forum with more information and possible with pictures or something when humble has the time I believe. If anyone who would like access to the information but couldn't be bothered to get onto discord obviously doesn't care enough for it anyway, but for those that would you can join our Tiberian Sun specific discord https://discord.gg/yQuMYPh and click the # vet-bal-update-info text channel to download the current version text file. People have too much expectation and think something is gonna be finished and perfect overnight... maybe instead of being narrow minded and calling everything "trash" it would be better to have some input to help with direction and understand that it is an "experimental option".... TRZ you seem to approach everything so negatively dude... aside from calling everything TRASH and being TOXIC why don't you bring something good to the table in a positive manner? Maybe everyone will stop roasting you man and your opinions could be helpful for once. Clearly Balance & Vet version is favored by the majority even those that voted for both are open to having either versions playable on the ladder. To my knowledge, Hitman casted his vote incorrectly and wanted vet and/or both. Also you have access do the discord and people have tried explaining the updates to you and others, but you seem to either just purely hate everything or you are not willing to read and understand the file yourself. Nobody forced you to play and test them with us, I believe people asked for your input also but I'm not sure what happened there.. If you're gonna complain about literally everything then host your own game to play with someone who wants to play what you are willing to. I play the non vet version of Terrace with the map fixes with people from time to time too but I'm keeping an open mind in hopes the updates do positive things for the game play. If these maps are so trash then why do the majority of players prefer to play them?
  2. Did you play westwood maps or mods or the lot? if you get online come and join our discord channel
  3. Thought I would post some of my Terrace training maps if anyone wanted to utilize them... Basically you progress through the maps with Level 1 being the easiest and Level 8 being much harder... The goal here is for anyone wanting to get a feel for typical attacks from online play and basically you should try to survive and defend against attacks and try not to lose your Construction Yard & War Factory and preferably the least amount of Refineries possible... Beware: Empty carryalls heading into your base are actually carrying a disruptor or mk2 into your base... unable to make this work clearly. instructions: - download the map file and place into your game directory (C:\TiberianSun_Online\Maps) - place an AI in Start 2 in the bottom left area (required for the map scripts to work or it will cause internal error) - pick Start 1 and test your survival skills with GDI or Nod ATERRACETRAINLVL1VET2.40v3.1.mpr ATERRACETRAINLVL2VET2.40v1.5.mpr ATERRACETRAINLVL3VET2.40v2.3.mpr ATERRACETRAINLVL4VET2.40v1.5.mpr ATERRACETRAINLVL5VET2.40v1.2.mpr ATERRACETRAINLVL6VET2.40v1.2.mpr ATERRACETRAINLVL7VET2.40v1.3.mpr ATERRACETRAINLVL8VET2.40v1.1.mpr I also threw in the bonus version of 2 players on the same team (Start 1 & 2 and put AI on Start 3) AZTERRACETRAIN2PLAYERVET2.40v2.1.mpr You thought that was it? Well I also threw in the extra special bonus version where 1 player is on the AI team vs 2 players. For this version 2 people take Start 1 & 2 and whoever is playing on the AI team they should take Start 4 and put the AI on Start 3. AZTERRACETRAIN3PLAYERVET2.40v1.8.mpr Warning: This version can be extremely annoying for the person on the AI team if they are playing with game sounds on high volumes.... you will constanly be spammed with "reinforcements have arrived". Happy Training!!
  4. If your gonna 1 ref, make sure you use that coconut oil on em real good ? I don't think 1 ref attacks are as much fun as playing a game that involves anything more then a strict 1 ref with either any combo of 1-3 harvs. In saying that, 1 refs can be extremely powerful when used right by the player attempting to do so if they have the knowledge and skill to pull it off. You can completely wipe a player's main buildings early game if they are not expecting it and don't keep any means of defense... usually this is a lower skilled player or less commonly a good player that has been caught off guard. You will find the salt usually comes from the player that does not have the level of awareness nor the skills required to defend such attacks. Personally though, I don't like 1 ref early game attacks and I don't "enjoy" doing it myself either... I will only use it in team games where the other team has a stronger line up of players and it may or may not give my team an advantage or better chance of wining. I also think that using a 1 ref engineer attack as GDI or Nod in an APC to capture an enemy player's Construction Yard is completely Bad Manner!! but that is just my opinion...
  5. these are old now but i added the updated versions and even the spiral versions too for anyone who may want them to play
  6. interesting... was this ever released?
  7. Hey Grant, please add my Tiberian Sun stream @ https://www.twitch.tv/therizingdragon thanks =)
  8. Will be online shortly hopefully!
  9. Hi, will try to get on sometime in future a bit busy lately
  10. 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.
  11. why u guys spamming this topic? this is about interest in tournament...
  12. 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
  13. 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).
  14. 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 New Versions SKYSTOWERD4v13.7.mpr SKYSTOWERD8v13.7.mpr SKYSSPIRALTOWERDEF4v2.0.mpr SKYSSPIRALTOWERDEFHARDv3.5.mpr
  15. 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
  16. 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
  17. 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.
  18. 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...
  19. 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
  20. 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.
  21. I also forgot to mention, a big advantage with the cncnet client is being able to install the add on that allows you to double click the map preview so you can view a larger, more detailed version as an image providing the map actually has one in the case of a user created map because back on original WOL, most user created maps would require you to save the map with no preview and other things such as compressing and removing stuff from the map file in order for it to be small enough to transfer to other players within the limited time frame. This is also another advantage being able to send larger map files on cncnet to other players without having to do all this stuff in order just to play users created maps. It also allows for more feature rich maps and possibilty to have better versions of westwood maps with previews and being able to view a much more detailed version
  22. yes i could help with what i know as far as editing/modding goes... are you referring to westwood maps or mod maps or both? Mainly the editing of costs & other properties of units or user created 'trainable & buildable' units & buildings would be good to identify in such a checker. In the case of a westwood map that has a script for a moving train such as Tunnel Training or Casey's Canyon, regular players would know this and accept that the 'checker' would just be pointing out that the map contains a script to run the 'locomotive'. You would really just want to be able to identify if the original script was modified in some way compared to the original version of the map... if you catch my drift?
  23. An above average player usually scans around the map to see what their allies & enemies are doing in order to adapt their strategy so they would most likely have an idea of everything/most things going on, my point here - mainly where units have travelled and scouted. Scouting is the #1 rule without question, which is also a cause of alot of arguments on this game where a certain player has not done their part in scouting their opponent!! Now in my experience, some players dont notice when they have been scouted and accuse people instantly of 'mapping' (using 3rd party programs/tools to reveal all shroud on the map) when they are attacked so either they ask other players in the game if they recall anyone scouting them or request the attacker to screenshot their base showing shroud for proof. Players that understand the mechanics of the game and the tricks to playing usually dont ask because they know how they got scouted and/or attacked but some people dont use their brains to figure this out and realise this and are certain that the player is 'cheating' until proven innocent or not guilty. Then their are players that either just dont understand the basics or they just dont want to hear that they are wrongly accusing players of cheating because they cant accept that a certain player might just be better because they understand how the game works and have a good strategy. I noticed how Red Alert 1 has the no cheat thing and was thinking that TS also needs a mod map checker implemented into the client so players that dont understand that mod map files can also be edited to change buildings & unit properties (cost, strength, speed etc) are able to see if the mod map has had any changes made before playing. This would be helpful in the case of playing a ladder match so the host wouldnt have an unfair advantage over the other player.
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