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Everything posted by nariac
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GDI - Island of Doctor Chan (Single Player)
nariac replied to nariac's topic in C&C Singleplayer Maps
That's kind of you to say. I'll consider it some time. There's a few which don't have any feedback yet though, so I'm waiting until judgement has been passed on them before I include them in any list for a compilation. -
Hey guys, got a GDI mission for you. Moebius was annoyed Nod kept picking on him so they're after Chan this time. This mission takes inspiration from a few other ones in the game, I'm sure you can spot them. You'll have to carefully make use of your tanks, as they cannot be replaced. Strike out against the Nod forces in the area and destroy all the SAM sites - however do not neglect defending your base and Chan's installation as well. Nod will be trying various ways to get at him, so you'll have to be wary. The Island of Doctor Chan Dr. Chan is conducting vital Ion Cannon research in this region. Nod has attacked his base several times without success, but we're sure they're planning something. They have set up SAM Sites around the base to prevent evacuation. Destroy them so that we can send a Chinook for Chan. Do not allow him to be killed, or his research installation to be destroyed. IODC v.1.zip
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SCB26EA - Hostile Takeover, has some GDI tanks parked on bridges and blocking cliff passes which will shoot if you come in range but don't move, check them out and see what they're using. I can't check right now, but it should be what you need.
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They could be hex-edited in, it wouldn't be too difficult. Nyer has done this before to showcase hex-editing - if memory serves he used a hex editor to place a Temperate debris tile into a Desert map.
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There seems to be a bug where Nod cannot build Chemical Warriors under any circumstances in Single Player missions. Included a test map to illustrate this, with BuildLevel = 98, and "RemoveBuildExceptions=True" Can build MRLS, Helipads and APCs, along with SSMs, Commandos and everything else ... except Chem. Warriors. scb39ea.BIN scb39ea.INI
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This is possible in Red Alert 1 as well - part of the reason they could have so many crazy missions in Counterstrike and Aftermath. (The other reason being RA1 had a more complex trigger system than Tiberian Dawn, so they had more options in mission making anyway.)
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I'm morbidly curious to see what this infamous HJK6 map looks like. Maybe I'll learn why my multiplayer maps are so unpopular.
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It's done quite a lot in more recent games, for the same reason it's done in movies and television I guess. Helps add to the mood the designer wants to create.
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Oh yeah, it definitely would. As does CCW Map. But that's fine. With these sorts of things I build the map, trigger it up, test it until it's 100% finished and ready for release ... and only then do I, for example, switch TEMPERATE to SNOW, if it's going to be a snow map. If I was hex editing in river caves or whatever, I would also only do those at the very end. I would also make a backup archive copy pre-hex editing so if anything did go horribly wrong I could recover it. Also, what do you think about triggers for music tracks as I mentioned in the other post? Could it be possible? Awesome if so!
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I don't think it would look very good though. And yeah, I had considered the lack of map editor thing, but it's a circular problem really. There's no incentive for anyone to tinker with the map editor if there's no new tiles people want to easily place, but what's the incentive to add new tiles if nobody is able to place them? That said I would 100% be willing to learn how to hex edit to add these tiles, if they were ever added to the game. I'm sure other people - particularly those who already know how to hex edit would as well, especially MattAttack if he ever finds time to come back! One other request which occurred to me just now: Would it be possible to add a trigger which causes a particular music track to play? I've often wished that when something exciting or tense happens in my missions, a particularly appropriate dramatic track could begin. This also wouldn't involve any map editor updating since it would entirely be code in the INI. For example, a mission I'm making right now has a climactic event where you get reinforced a Chinook to evacuate a scientist, and as it's flying in a nuclear missile is launched at the science facility, and you just have enough time to get the scientist into his helicopter and watch it fly away as the base gets blown to pieces behind him, which was 100% awesome ... except "Untamed Land" was playing at the time, and it would have been 1000% awesome if I could have triggered "I Am" to begin playing for that event!
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Hello peoples, and especially hello to Nyerguds who will most likely be able to help me with this! I'm making a mission which involves Nod capturing an Adv. Comm. Centre and using the Ion Cannon against GDI. However, I've run into the following problem: I can't work out how to enable that superweapon for Nod. Here's what my INI files has: [Basic] CarryOverCap=-1 CarryOverMoney=100 Intro=x BuildLevel=98 Theme=No theme Percent=100 Player=BadGuy Action=x Lose=x Win=x Brief=x Name=Eye of the Ion Storm RemoveBuildExceptions=True [EYE] Capturable=True As you can see, I made the AVC capturable, and I removed build exceptions to give Nod access to all the good stuff, but when I capture it, nothing happens (besides it being shot by a GDI Ion Cannon, which was due to player enters -> ion cannon trickery I was trying to use to give it to Nod) Even when I capture the GDI Conyard and build my own AVC I don't get the superweapon. I have vague memories of there being a special INI key which enables superweapons for the other faction, if you capture/build the appropriate building, but I can't remember if this is true or my misremembering. I had a look at Nyer's patch notes for additional INI options (http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/patch106c_r3_en.html) and it shows this list: (Note that the RemoveBuildExceptions key is not included in this list, which made me wonder if there's a more complete list of extra INI options (including one for superweapons) somewhere that I don't know about! 7.4.1. General mission options:These are enabled by adding them in the [Basic] section of the mission ini file. Note that for boolean options (true/false), other indicators like yes/no and 1/0 can also be used. CustomBuildlevel=True Will force the game to read and use this mission's BuildLevel setting in the campaign, even if the global CustomBuildlevel option in rules.ini isn't activated. Normally, the game always uses the mission number as buildlevel in the campaign. Note that the option is enabled by default in rules.ini. TrueNames=True Show true names for civilians and civilian buildings SeparateHelipad=True Build helipads without helicopters, for only $300 MCVUndeploy=True Construction yard undeploys to MCV when you sell it NoBibs=True Disable concrete foundations under buildings Patsux=True Laser Orcas. Special upgrade implemented for the PATSUX Playstation mission. Note that the Laser graphics can't be shown on Orcas. PassiveHelis=True Makes AI helicopters remain on their helipad just like the player's helis. Note that this is not the same as "Sleep" mode: if you attack the helicopter it'll still retaliate. NoEgoScreen=True Makes sure no score screen is shown after this mission. RadarLogo=XXX With this, you can override the default GDI or Nod radar logo shown in a mission. I made this option to be able to show the T-rex radar logo in the Funpark minicampaign. The value given to this option is actually the file extension for the SHP file it tries to load as radar logo (HRADAR.*). Existing ones in the game are GDI, NOD and JP (the dino logo), but the system can perfectly load custom ones added to the game by putting them in a mod mixfile. The way this is used in the Funpark minicampaign is simply "RadarLogo=JP" to load "HRADAR.JP". scb70ea.BIN scb70ea.INI
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Tiberian Dawn - Extended Operations *SEPTEMBER UPDATE*
nariac replied to Darkstar387's topic in C&C Singleplayer Maps
I'm pretty sure that was made by MattAttack -
I didn't mean that they were literally the missing pieces, was just using them as a placeholder.
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You're very welcome, and I'm glad you liked it. ^_^
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Tiberian Dawn - Extended Operations *SEPTEMBER UPDATE*
nariac replied to Darkstar387's topic in C&C Singleplayer Maps
Just habit from the old days when forums disliked uploading PNG because the quality was too high, making the file too big. -
Sure, I can make this for you. And done. Hope it's what you wanted. Winter Solstice A Nod terrorist cell has seized control of a rural village and fortified their position. They're threatening to kill hostages unless their demands are met. We do not negotiate with terrorists, so we're sending in "The Diplomat". Use his strike force to cripple Nod's perimeter defences, allowing our heavy armour access to the battle. Nod may start executing hostages. Do not allow them all to die. Winter Solstice.zip
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As per the post I made in the Ukrainian translation thread, I was wondering if perhaps there might be a chance to slightly modify the Temperate tileset (and the Snow derivative which you made from RA's tileset for C&C) Generally the Desert theatre is more versatile for map making because its coastal sections are far more varied than the Temperate tileset is. However, Red Alert's temperate tileset is the same artwork, but with added geometry missing in the original C&C tileset. I've enclosed a couple of screenshots to show what I mean. The first is the sum total of shore pieces we have to play with in C&C95, the second is merely the beach tiles from RA (not including all the shore cliff tiles - while they're nice I don't think they're needed in C&C95 because we can't control LSTs) As you can see there's some useful things in there. It wouldn't be necessary to add every single one of the shore tiles, since there's so many and only 40-odd slots available, I think you mentioned? But some tiles would be very useful to have. The missing shore corner tiles, for one thing. The east and west flowing river-to-sea connections, for another. And definitely the river/cliff connector pieces would be an ideal way to end a river without having to take it off the map or lead it into a tiny puddle.
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Tiberian Dawn - Extended Operations *SEPTEMBER UPDATE*
nariac replied to Darkstar387's topic in C&C Singleplayer Maps
i've got some juicy PNGs coming up just for you, don't worry <3 -
Tiberian Dawn - Extended Operations *SEPTEMBER UPDATE*
nariac replied to Darkstar387's topic in C&C Singleplayer Maps
Oh, that's interesting. I attacked it right away. I figured that since I had factories on the south bank and none on the north, I was supposed to crush the south fast before the north got overwhelmed by attacks inflicting losses which couldn't be replaced up there. The south base never did anything really, I just smashed my way in and captured the CY. They didn't even have a HoN, Refinery or Airstrip. Just a load of powerplants, silos, 3 or so turrets and an Obelisk. I saw them rebuild one of the turrets, but by then the base was done for and I captured the CY just after. I used the initial units at the very south of the map, plus 3 extra Med Tanks I built and 6 minigunners to distract the turrets/obelisk while my tanks smashed them. -
This reminds me Nyer, you said you can't increase the maximum map size to 128x128 which is sad, but I was admiring your lovely SNOW theatre which you brought in from Red Alert, and I was wondering if you might be able to bring in the more diverse Temperate tileset from Red Alert too, mainly the river tiles (entering/exiting caves) and the shore tiles, with which we could make so many more visually interesting and tactically diverse maps.
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Tiberian Dawn - Extended Operations *SEPTEMBER UPDATE*
nariac replied to Darkstar387's topic in C&C Singleplayer Maps
Just finished Canal Crisis. **** SPOILERS FOLLOW **** Very fun mission! I liked having to manage two separate forces on either side of a river, gave a sort of Blindsided feel to the mission. Only a few very minor comments. No Airstrike for destroying all SAM sites makes me sad. Also there's a SAM site which starts in the GDI south base which is a bit odd. How did it get there?! Also, perfectly straight sea with no gunboat makes me sad. Just kidding about the second one. However, the base on the south bank never felt like it was really under any kind of threat after the few scripted attacks which come from the south west Nod base. Perhaps at some point a Chinook-borne infantry attack against the oil pumps there might mix things up a bit? Or you could use my trick to have a Nod Gunboat attack from the east at some point, which would be really cool and scary. I also didn't really need the MCV which arrived, since I captured the Nod Construction Yard at the same time. Being able to build turrets then made defending the north bank trivially easy. Not sure what can be done about that. Maybe either don't have a GDI MCV arrive, or move the Nod CY into their north east base? The main issue I found was that Nod got stuck and didn't really attack me that hard after the beginning (although the beginning attacks were really very good indeed.) Their unit production base is very cramped, which caused one blockage, although that did randomly unstick itself eventually and everything attacked me ... but I had turrets at that point. Then I found a whole pile of Nod units on the north shore which were stuck trying to get to the south base. It's odd that happened, since target acquisition should favour units in the north over the south. I took screenshots of the places things got stuck. Hope that helps! -
The forum update broke a lot of attachments and uploads. I've re-uploaded the mission copy I had in my archive.
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Tiberian Dawn - Extended Operations *SEPTEMBER UPDATE*
nariac replied to Darkstar387's topic in C&C Singleplayer Maps
Okay, I finished A Coid Wind Blows just now. ***** SPOILERS FOLLOW ***** Map itself looks nice. A little cramped but that added some extra challenge. Sadly after a while Nod stopped attacking me, and when I got into their base I saw they had run out of money because their harvester had got stuck in the vehicles parked outside the Airstrip. This has happened to me before and as a rule nowadays I try to ensure there's enough room outside the Refinery to stop this - usually by putting the Refinery itself well away from the factory structures. I liked the Apache attack, it's a clever way to simulate air attacks and/or refill AI helipads after their starting helicopters have been baited away to be slaughtered. However, I'd advise lowering their Attack Base number. I assume it's set to 99 or something because they kept hovering around stuff for a very long time after their ammo had run out. I would advise Attack Base 15-20 here, since it gives them time to group up at the south of the map, fly north and hunt something, then go home. I built an AGT at the base of the cliffs just north of the start position, and put a Mammoth Tank to block the top, mainly to stop the Apaches killing my harvesters, but the side effect of that was that a lot of Nod teams got confused trying to attack the Mammoth and were ripped apart (slowly in the case of the tanks) by the AGT. Not sure how to deal with this easily, since I like the backdoor route you built there for sneak attacks. Perhaps widen the pass to two cells? The Temple of Nod and Helipads on the inaccessible mountain to the south west was a little annoying, mainly because there was no conventional way to reveal them. I had to use an Orca and keep giving it move orders on the edge of the shroud by the river until it landed on the mountain. I then had to build 6 helipads and ferry Orcas back and forth across the map whittling down the buildings health (God, it seems Orca damage versus buildings sucks compared to Apaches. 6 Orcas couldn't destroy a Helipad in one sortie!) Unless there's a vital reason for the Temple to be inaccessible, I'd recommend opening the cliffs and putting a river crossing there. The base defenses on the far left of the Nod base looked dreadfully squashed together. Double Turret + Double Obelisk is very strong, but I much preferred the spaced out layout you used on the other two entrances. Is the far left entrance even needed? Could just remove it, and replace it with cliffs if it would otherwise be a weak point. Lastly, Nod seems to build a very high number of engineers. There were over twenty of them outside the HoD when I arrived to butcher them. All in all, it was a nice map indeed. If the Nod base could be rearranged a little bit to address the above issues, I'd say it's perfectly polished. Will check out the other missions when I have time. The GDI canal one seemed a lot of fun when I tried it, however I would recommend giving the player one or two AGTs in their base(s) because as it stands there's no real incentive to defend the two external power plants - you can just sell them both and the Comm Centre and the one remaining power plant can happily power both your bases. (Yeah, GDI power requirements without an ADV Comm are so ridiculously low. :P) -
Tiberian Dawn - Extended Operations *SEPTEMBER UPDATE*
nariac replied to Darkstar387's topic in C&C Singleplayer Maps
I'm not sure if it was intended but the Tun-Shou Pass mission was rather easy because Nod starts with a T-Rex next to the GDI base. -
Tiberian Dawn - Extended Operations *SEPTEMBER UPDATE*
nariac replied to Darkstar387's topic in C&C Singleplayer Maps
Just a heads up, the last 5 Nod missions are misnumbered in the OP. It says they're SCB121-125EA, but they're actually SCB221-225EA in the zip file.