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nariac

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  1. Hi guys, been a while so I thought I'd make you lovely lot another mission to hopefully have fun with! This one is a base mission with a few twists. You don't have a construction yard, and you also have to defend three poorly defended outlying bases as well as launching your attacks on the Nod base and defending your own. The Nod force will attack you from many different directions and will use surprise attacks as well, so be on your guard! On Wings of Mercy This area has seen a recent surge in Tiberium growth, rendering it uninhabitable. We set up several field hospitals in the area and evacuated the civilian population into them to evaluate their levels of exposure and further our research into a cure. Unfortunately Nod has established a presence in this region and has begun to attack the outlying hospitals! You must stop them, Commander. Secure your base, and make sure none of the three hospitals are destroyed. Then take the fight to Nod and push them out. Dividing your forces will be a challenge, but GDI High Command has every confidence in you. On_Wings_of_Mercy_v.2.zip
  2. Most of the obelisks are revealed by various means before you get too close to be fried by them.
  3. nariac

    Map Size

    Some of us playing Tiberian Dawn are stuck with 64x64. You guys in 128x128 are living the dream.
  4. Good ideas, everyone. So I made changes: There's significantly more defence - many more SAM sites, and a lot of guard towers around the central power plants. The MHQ is also more heavily defended. Bear in mind that 150 game time units isn't that long, all things considered. While it might be possible for a player who really REALLY wants to break out and steal a power plant to do so, he'll have devoted his 150 time units to being a guy who stole a power plant, while the other three players will have spent their time building an army to crush faces. It all depends on what kind of guy you want to be.
  5. Which flares? I just wanted a way to explode all of Special house after a timer, so I used a Neutral airstrike, and since the Special MHQ is always the northern-most unit, it guarantees FREEEEEEEEDOM for all the human players.
  6. Good thinking, Batman. I shall make that change!
  7. As the name suggests, this is a map with a no-rush timer! The only way I can convey that to players is with the hugely unsubtle name. Otherwise, players might think they're supposed to break out. They aren't! Each player begins sealed into their start location by an impressive array of hostile defences. After 150 game time units, all the defences will explode, and the brutal slaughter will be unleashed. Note: I tried changing the colour scheme of the Special house to Dark Grey, but while that works in my single player missions, in multiplayer maps it seems to revert back to GDI gold. Sadface. scm101ea.BIN scm101ea.INI
  8. Island maps are always a difficult thing to do in Tiberian Dawn. Without naval units, it's usually too easy to turtle, and too hard to assault using helicopters alone. That said, I thought it might be a fun challenge to make an island map which tries to address these issues. And so Island Hopping was born. Most of the time making this map was spent on the coastline - a great deal of it had to be handcrafted. As you can see from the preview, the starting "islands" are rather small and cramped - you won't be able to build your whole base there, although it does make your Construction Yard fairly safe at the beginning. Tiberium on the starting islands is also fairly sparse. In addition, the starting islands can be severely threatened by artillery on the main landmass. If you lose control of the battle there, you won't be safe for long. At the start of the game, a neutral Chinook will land for each player to capture, so they can make inroads onto the main battleground - the doughnut shaped landmass in the middle. Capturing the neutral hospital will let you build your primary assault base in a location with more space, and more Tiberium. The bridges leading to each forward base are sealed with concrete walls - this is in place purely to stop an early infantry rush from destroying a players Hospital before they can capture it. Not sure how necessary this consideration is, an argument could be made that if a player is too slow to cap the Hospital, maybe they ought to lose! In the very centre of the map is another island, with a fairly safe Tiberium field in the middle. However, multiple players can assault this island at the same time, since there is a Tech Centre to capture at all four corners. scm100ea.BIN scm100ea.INI
  9. MISSION SPOILERS AHEAD I'm glad you enjoyed it! And you're right, the green flame tanks are supposed to be "chem tanks" which is why they're parked next to a tiberium silo which is beside a bio lab. To give the impression they're being loaded up. And then in the lower half of the parking lot there's the "old tech", a bunch of parked light tanks and a gas station. The engineers are weird, sadly. They're a throwback to a much earlier version of the map where I was making a big deal over the whole "Commando infiltrates NOD base, finds captives of all sorts, has to make decisions about how to save them, or even if they should be saved." His mission takes priority. To that end in an early version there was another location which had civilians and a firing squad, and if you saved them they'd run away and trip the alarm, causing the base to go on alert and you to fail, so you had to let them die. (This then evolved into the new version where they get fried by the Obelisks to alert the player that while turrets are mostly offline, obelisks are not) The engineers were originally also captives, and you'd save them and they'd join you to help you out. Sadly that didn't really work out because they would start visible and there were issues with them randomly being killed etc, so I replaced it with them arriving as a sort of last ditch help thing. Originally you would have passed the power plants by then, so it would be like the Commando had radioed for help, but the problem is power plants are so attractive to C4 as soon as you see them, which made the base randomly go hunting for you, which would be really annoying for players. >.< So I had to deliver the engineers before you needed them, which as you said, seems a bit weird. If you guys have any ideas how I could replace the APC engineers section with another "concentration camp where you free engineers" section that would be cool and I'd change the map to put it back in. I just couldn't get it to work well. Maaaaaaybe ... if I put a sort of "backless" concentration camp where the engineers reinforce. So it looks like the prison camp extends off the side of the map. When you save the civilians there, a group of engineers "reinforces" into the compound, suggesting they were captive there as well. Would that seem better? It would also solve the problem of there being one turret which randomly still has its crew inside. Although I like to think that maybe they're staying up late having all all-night Twilight marathon in their turret on some guy's laptop, and one of them is all like "Edward's kinda hot, isn't he?" and the others just give him an odd look and he feels kinda awkward and yells "HOLY SHIT AN APC!" to distract them, and by pure coincidence there is an APC coming and they're then ready to shoot it. Story can explain these little oddities.
  10. Nah, it wasn't that. I think it was something along the lines of a Bio Lab having an XXXX trigger attached to it, and if the player blew up the correct power plant, that would destroy trigger XXXX, for whatever purpose. Can't remember what it was supposed to do. The idea being that players could work out which power plant to destroy by following the "power cable" from the bio lab to the power plant. The main issue I had with destroying anything that isn't a SAM site, is that for some reason units set to "guard" anywhere on the map will come looking for you. Even if a Commando C4s a power plant which doesn't have a "all to hunt" trigger attached - which I'm pretty sure you had to do in the Covert Ops mission Blackout - just makes things look for you. In the original version of this map you had to destroy all the bio labs, but I just got so annoyed with random stuff starting to roam around trying to kill you after that, that i changed the objectives to just destroying the tech centre at the end. I needed to have a few things set to guard so I could do stuff with them like making patrols, otherwise I'd have set them all to area guard or something. Oh well.
  11. Sort of! I wanted to give the impression it's like a super heavy-duty power cable. This one goes up the cliff into a power plant that's under the shroud, but all the bio-research labs have a linked power plant nearby. An early version had that as an integral part of the mission - the power plants were linked to the bio-labs with triggers for some kind of objective, but that never worked properly so I axed it, but kept the "power lines" because it was visually pleasing.
  12. Yeah, the engineers thing has always annoyed me to the point I was tempted just to have the correct number of them walk in off the side of the map but that felt a bit lame. I think version 4 mainly adds a helicopter patrol because it makes the base feel like it's "waking up" and looks badass, and also because I only just worked out how to make a helicopter patrol and wanted to put it in. And also because it guarantees a Moebius kill when "all to hunt" is triggered - one time everything just got stuck for some reason. >.> I've tested it several times now, I'm not sure what it was like on your version but the way it plays now is the APC has a list of waypoints it forcemoves to so it won't just stop when it gets shot, and the engineers will instantly run for their lives, which helps save as many as possible. Also the Obelisk was moved to the very right of the map and a turret placed where it used to be. That way, if the APC survives the obelisk hit, the turret can finish it, but if it does get one-shot, the turret can't slaughter the engineers. You only "need" 2 of the 5 engineers to survive, but once I got unlucky and only saved 1. Sadface. EDIT: Awwh, spoilertags don't work. Oh well, I can't leave clues to deal with the tricky bits here then
  13. Hello there. It's me again, with another single player mission. This one took a long time to make and test, and has a lot of fairly complex triggers in it which I'm quite proud of, but it's finally done. Hopefully this will prove to be a little more difficult than my last one was. Enjoy! While They Sleep Doctor Moebius has been kidnapped, and is being forced to work upon Kane's Tiberium weapons. Civilian hostages have been taken to ensure he complies, and so we must free him quickly. Use your commando to infiltrate Nod's base by night. Many of the defences should be inactive and fewer patrols will be present, but be careful not to allow the alarm to be raised. Kill any of Nod's scientists if you see them, but the primary objective is to evacuate the Doctor and destroy the Technology Centre. Changelog: Added a second loss trigger for "All destroyed". Now the player will lose if Moebius dies, or if everything they have which isn't Moebius dies. When the flame tank driver has had his ... "fun" ... he'll return to his post. WhileTheySleep_v.4.zip
  14. Thanks for testing it, Matt! And yeah, it's a very blocky, pseudo symmetrical map. I always try to make beautiful natural terrain in my single player missions, but as this was my first multiplayer map making attempt I was really worried about balance! So I erred on the side of caution and made the opposing "fortresses" ... fortress like I guess. I've been trying really hard to do things with gunboats in single player missions, but it seems that reinforcement gunboats will follow waypoints but never fire, and starting gunboats will fire but never follow waypoints. So frustrating! I suspect that the gunboats here will attack any initial attempt to sneak along the coastline, but if that attempt is withdrawn and survives, the boat will just aim its rocket turret at that first target and never reacquire a new one, making it easy to destroy or sneak past with subsequent forces. Still, delaying an initial rush is useful. And if those initial targets are destroyed in any way, the gunboat will be free to attack anything new that comes into range. So they sort of work. Shame there weren't more players around to try it out. I imagine a pro team in a 2v2 might be able to defend those starting positions pretty well, and really slug it out for the middle ground!
  15. I think minigunners do have an advantage in some respects - despite their short range their projectiles don't have travel time and can't miss, and also they're not volatile units, whereas grenadiers and flamers can set off chain reactions on death, killing their whole squad. Minigunners can therefore have a useful role in combined-arms infantry formations where they fill out the line alongside flamers and grenadiers and rocket soldiers, helping prevent the deadly chain reactions caused by the more powerful units dying, and providing accurate fire at short range.
  16. Thanks for testing it, guys. It's hard to strike the balance on this kind of chaotic introduction between too hard and too easy, so much can swing upon a single unit happening to live or die. That said, I've completely redone the intro, mainly by using multi 4 (the silver player) as the attacking army. This stops the allied mammoth tanks all driving out of the base at the start and getting destroyed in stupid ways. The attacking waves are tougher, but more discreet, so clever use of your few vehicles and commando can take the edge off each assault, however the attacks ramp up in size and come from all directions. Also changed around some terrain and added an extra river crossing to try and stop groups from getting stuck. Made the attacks after you set up base a little harder with an extra wave of tanks that sometimes attack. The Nod base also has an extra refinery + harvester at the start, and an extra construction yard so they can "colonise" your old start location more quickly as well as keeping the pressure up on you by building assault waves. They also have 2 extra silos for a total of 4 to help them have enough cash reserves to rebuild a destroyed harvester (they build a 5th silo in the new base). It seems to play better now!
  17. Yeah, they're supposed to take over the first base after forcing you out. Maybe I should have them move a larger army in so you can't just stay in it. They build a second refinery in the base they take off you, but if they never managed to get that running I can see that causing them money issues. I'll see what I can do. Thanks for the feedback!
  18. My first ever multiplayer map. Be gentle! The theme, obviously, is a team game of East versus West. Your start locations are strongly defensible, however fairly sparse in Tiberium. To power your war machine and build your fortress into a mighty citadel, you and your ally need to control the centre of the map, with its rich resources - most of the blossom trees are located here. There's a Comm. Centre in the very middle of the map ripe for the capture, as well as a pair of Hospitals to the north and south to aid in expansion. Take them to build a firebase, or raze them to deny such a position to your enemy. Aside from the frontal assault option, there's also the opportunity to backdoor your enemy by sending a force along the coastline to the north or south. But beware! There are hostile gunboats patrolling the waters, which will make short work of a early exploratory force of infantry ... unless they were to hide in the canyons, of course, as the boats pass by. There are many such canyons and rocky outcroppings on this map, and more than a few have commanding views of neighbouring Tiberium fields. Well placed defences at these points could stake a claim over those valuable resources which might be hard to overcome, without extreme force. scm91ea.BIN scm91ea.INI
  19. Agree with all these points. Would be interesting to hear from other players and the mods whether any kind of tweaks might be needed. Nod shouldn't hands down beat GDI all the time. Perhaps the following? Buggies - raise price to $350? Bikes - these are the bread and butter signature Nod unit, maybe best to leave as is. SSM - have this require the Temple of Nod, makes sense if it's supposed to break a turtling GDI defence wall in late game. Nod has many ways to kill infantry in early game Light Tank - slight damage buff to make Nod players actually want to build them Flamers - Slight nerf to damage/speed so they don't wreck the vital GDI infantry too easily, which also allows for: Chem Warriors - slight buff so they take the place Flamers used to have, a tougher, later game infantry killer. If I recall correctly CW are currently a useless unit? This might give them a defined role. Turret/Obelisk - increase turret cost to $700? Apache - probably leave as it is ... considering: Rocket Launcher - Does Nod even need this? Bikes are amazing AA, and Nod already has an Artillery unit. Maybe buff this with longer range or more health, requires normal comm centre not adv., and make it GDI only Weapons Factory - health buff to medium at least. Light armour is silly Guard/Advanced Guard Tower - would probably leave as is Hum-vee - These things need to be tougher or have their cost slightly reduced. I'd lean towards keeping the $400 price, but giving a slight armour/health buff. However this would depend on what was changed with Buggies. Orcas - would probably leave as is
  20. There are two things I really miss from RA that I'd love in C&C 95, whether single or multiplayer. First, of course, is the 128x128 map size. I know Tiberian Dawn is probably hardcoded to 64x64 or something but it just feels so damn small. Especially when trying to make epic singleplayer missions, finding that the two opposing bases are pretty much in eyesight of each other even with the map as big as I can make it. I know C&C Sole Survivor has 128x128 maps, since that's the same engine, could that code be spliced into the Tiberian Dawn .exe? Second is barrels. I loved blowing those suckers up and setting off a chain reaction.
  21. The first C&C map I've made in a long, long time. Thanks to MattAttack for his handy YouTube mission making guide, it inspired me to get back into making missions for this great game. So, without further ado, I present "Retaliation". Designed as an alternate to the canon GDI last mission set, this has you going head-to-head with Kane in his last and strongest base - but it won't be as easy as the original campaign was. Rather than strolling into his backyard and happily setting up a base under Kane's nose, Retaliation has you taking over when the original campaign's commander tried exactly that, and found his base the target of five nuclear missiles and the entire Nod army. You'll have to salvage what you can and prepare your retaliation. That is, of course, if you make it out of the base alive. Good luck! *EDIT* I tweaked the map a little. Tidied up a Tiberium patch which didn't look right, and made sure the movies which play are appropriate. Also made sure the name is consistent - the old version was called Counterstrike which might have been confusing when trying to find it in your missions menu. Retaliation_v3.zip
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