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nariac

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  1. nariac

    GDI Missions 15

    So yeah, I was bored ...
  2. Yep. i think EA is easily the hardest one. You can't get to their secret conyard without going through their base, and they also have a large tiberium field protected behind their bases.
  3. Might just reset the remaining cooldown and reactivate its use for the player who picks up the crate I guess.
  4. Hey guys, I've seen a few versus maps with unequal sides - Great Wall for example. They're often 3 versus 2, but I decided to make a 3 versus 1 map, with the lone player in possession of a formidable defensive position. I've made a fortress map before, but I really wanted to make one which was "balanced" (in so far as 3v1 can be balanced) while also not being symmetrical. Behold the fruits of my labour! Fortress of Arrogance The three players will have to work together to overwhelm the fourth quickly, because the lone player will be able to win by outlasting his opponents as you can see from the map pictures. The fortress in the south possesses mixed tech, SAM sites, Airstrike capability, and a strong defensive position with two relatively safe and very large Tiberium fields which can easily be accessed. In addition, the middle of the map is defended by a line of defensive structures at 3 key choke points. These can be destroyed at will by the fortress player by killing the MHQ in his base, should he wish to go on the offensive himself. However, the lone player should be wary. He will be at risk of being overwhelmed, since the northern alliance has three times the APM he does, so he will have to be quick to react to threats coming from all sides should the river crossings be breached. The players in the north have ample Tiberium to get started, and can also pool their units by crossing through the mountains to reach each other's areas, should they wish to make a combined push. However they choose to attack, they will have to do so quickly to secure the extra Tiberium fields guarded by the defenses. Once that is accomplished, they will be able to harass the fortress from three directions, as well as threaten its large Tiberium fields. scm66ea.INI scm66ea.BIN
  5. They can be destroyed after you capture them and you don't lose the airstrike.
  6. It's funny because I was actually thinking exactly that. Another option would be to extend the cliffs on the right hand side of the map, and put the comm. centres up there, meaning if you want them, you have to fly an engi up there with a chinook. Downside is players might not realise you gain anything from that, and not do it, because they'd have built their own comm. centre by that stage. EDIT: Okay I changed it, probably made it worse, but hey! Comm Centres now behind double layer of concrete, and there's three neutral SAM sites in the middle which will delay an early helicopter rush, but they're not hard to destroy.
  7. I've only tested it with myself in "sandbox" multiplayer (Capture the Flag, AI, Units = 0, so they have an MHQ) and capping the Comm Centre gave me an Airstrike just fine. The triggers were: Player Enters, Airstrike, Any, None for both of the Comm Centres (differently named triggers of course) I thought I was being super clever with Any, but it turns out having Player Enters - None, had the same effect so I changed it to None. The Airstrike is just one plane, and they can be shot down pretty easily, but yes it does take a conyard into the red by itself. However there may not be enough tiberium for a player to try to rush helicopters or a second superweapon, and if they do, that's money not going into units so they could get rushed down on the ground! It's all in the tactics!
  8. Can rush a SAM site or an AVG before the enemy can properly scout your base for a helicopter attack. Still, I guess the only way to find out is if people try it out.
  9. That's what I was hoping for. The geography makes it easy to turtle, and we don't see enough superweapons in multiplayer - the games are over too fast!
  10. Made a small 1v1 multiplayer map where both players start in the east, and the only land routes to attack are through a forest in the west. In addition, both players have access to Airstrikes by capturing the nearby Communications Centre. scm55ea.BIN scm55ea.INI
  11. nariac

    OMG Shirts!

    Wonder how many of the women's shirts they expect to ship
  12. C&C3 is the only other C&C game which came close to bringing back the feels of Tiberian Dawn for me. I really enjoyed playing that game and it felt like coming home.
  13. It is - it will destroy any building in its blast square. The Soviets can nuke you in the second last and last missions, and it will really hurt when they do, unlike the wimpy multiplayer A-bomb.
  14. Would making the game read from an .ini instead allow us to make custom missions like the ones in Red Alert where units have special weapons and so on, unique to that particular mission? That would be amazing. :O Like how you made it so we can add custom lines like: [EYE] Capturable=True except instead to change the Mammoth Tank guns into Artillery guns, for example, just for that mission. I remember the Aftermath Red Alert mission where you have to extract a scientist from a Soviet base which is being attacked by malfunctioning automated mammoth tanks which have cruiser cannons and explode with a M.A.D. tank detonation. Was chaos.
  15. nariac

    Arco

    I believe that's the petrol station, and as far as I'm aware it doesn't appear in any in-game missions. I tend to put one near clusters of oil derricks, since it matches well.
  16. I'm glad you enjoyed it. ^^ This is definitely one of my hardest missions I think, it certainly gave me trouble when I was playtesting the thing. I really wanted to make a mission that showcased Nod's strengths, and to play along with the faction fantasy where they're a sort of techno-terrorist group that specialises in speed and hit and run, rather than heavy armoured columns and base sieges, and to this end I tried to make a mission where GDI is simply too powerful to defeat conventionally. I'm glad it's seemed to work! Mostly. I'll have a look at the airstrike trigger. Shame that was broken, since I put it in precisely to stop the player hiding minigunners in inaccessible places to cheese the mission. One of those occasions where the airstrikes always hitting the northernmost unit is handy when you place the player base at the south.
  17. In some of my maps I had to use autocreate more often than I'd have liked, since I prefer using triggers to send in teams at certain time points, but some maps have so many triggers just for the map stuff that I don't have room to trigger a wide variety of attacks. When I have used it, it's seemed to me that after a set number of time units, the AI will try to build every autocreate team listed and send them at you all at once, and this will regularly happen every set number of time units. What I wished it would do is randomly build teams and randomly send them at you, to mix it up a little.
  18. This is a good way of doing it, and it's the technique I used in Return to Sender. There's two Nod bases at the bottom corners of the map, and each one has a HoN and an Airstrip, but I didn't want the teams to be produced split across the two bases because they'd get stuck in the middle trying to form up and they weren't supposed to go near the middle because there's an objective there they might accidentally destroy, so I made the right hand base a Multi house, allied it with Nod, coloured it Nod, and had it create all the teamtypes that were supposed to attack up the right flank.
  19. In my experience the AI will build from the first listed in the .ini, until it needs to build a teamtype that has multiple different units inside. For example if you have the AI build a teamtype of 4 mammoth tanks, they will be built one after the other from the first weapons factory leaving the second one completely idle, but if it's a teamtype with 2 mammoths and 2 medium tanks, the AI will build the medium tanks alongside the mammoths from the second factory. I don't know which it decides to build from which factory, so I'll assume that the first listed unit type in the teamtype will be built from the first listed factory in the .ini file.
  20. I think you're remembering the part where you use civilians as a distraction to sneak past a flame tank I don't think there's enough civilians running by the obelisks for the commando to get past! Darkstar tried that and got zapped ...
  21. Yeah, I agree that it's too punishing. I think that might have been a subconscious reaction to my missions generally being too easy. I find this one pretty hard and I made the damn thing! Did you go right or left at the start? I set the map up to give it two "tiers" of difficulty based on which path you take. Going right lets you evict the civilians and set up easily - like in Eviction Notice. But the best thing to do is actually immediately go left and capture the small GDI base there, then send your stealth tanks north right away to destroy the first Comm. Centre. Stealths don't trigger the airstrikes, so they can sneak in and take it out fast. Then if you expand to the right, and capture the Hospital instead of destroying it, you can place a Refinery there and have map control of the bottom half, and all its Tiberium, free of incoming airstrikes. But this is definitely one of my earlier missions, and could certainly use some revisions. I'll poke around with it. Thanks for the feedback!
  22. Glad you enjoyed it. And yes, the civilians are just cannon fodder, but not for the sake of cruelty - they alert the player to where some of the dangers are so the commando can have a better chance of not wandering into a laser beam.
  23. Matt makes very good missions indeed. You should also check out Darkstar's missions as well. He made a compilation pack of them here: https://forums.cncnet.org/index.php?topic=5510.0
  24. Hey everyone, realised I hadn't done a Nod mission for a while, so here's one for you! This is a very hard base assault mission, with a twist - it's not you assaulting the base, and it's not your base. How mysterious! You'll have to make use of very limited resources to carefully skirt around the edges of an enormous battlefield, and sometimes sneak through it, in order to help one of the warring factions defeat the other one for you. However you'll have to make judgement calls as to when to interfere in the course of the battle. Moving the front line forwards too early might prevent you from safely crossing the battlefield, but leaving it too late could result in GDI being too heavily damaged to mount a proper offensive. The Enemy of my Enemy Abbess Sarai has been waging a brutally effective campaign against GDI and its civilian sympathisers in Africa. Perhaps too brutal. Her excessive methods threaten to alienate the very people we are trying to win over. Her vision no longer aligns with Kane's, and she must be removed. However, executing such a successful commander would be bad for morale. Fortunately, GDI is mounting an attack on her base. Sabotage her defenses, and GDI will take care of our problem for us. Changelog: Changed the area around the Hands of Nod to give infantry more room Added a periodic airstrike with one A10 to help free up stuck infantry around the battlefield Fixed a potentially mission breaking problem with a chinook being destroyed before landing Hopefully stopped GDI accumulating absurd numbers of MRLS Enemy_v.3.zip
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