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Darkstar387

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Everything posted by Darkstar387

  1. Thanks Arkawa! The Ion Cannons wont target regular gaurd towers? Hmm... after 20 years I guess I never noticed, lol. Ok, I might take one cannon strike out then, I'd still like to hear other players feedback though. If you'd like, your more than welcome to dive into the .INI file and simply remove second Ion Trigger if you don't want to wait for me to do it. I don't mind if people tailor my missions to their liking .
  2. Tis is intentional. There are two Adv. Comm. Centers in the map, destroying one removes its respective ion cannon uplink. Also, they only fire every 250 time units. If this proves to be too difficult for other players to handle, then I will remove one.
  3. After a long pause, I finally got around to uploading the 4 new new missions, as well as the finalized mission pack 2 missions. Download them and let me know what you think. I made some changes to various missions but they've been so spread out I don't remember them all so I apologize for the half-assed change-log.
  4. Thats good work! I'm happy to see people still breathing life into the single player aspect of the game, I think Nariac, Matt and myself are the only ones still actively developing missions, I haven't seen anybody else's stuff come across the wire lately. I will give this a go when I can... I've still got your other missions to play still!
  5. Hey everybody, just a quick update: I've finished maybe... 4 more missions and modified pack 2 so expect a release within the next month.
  6. Just to give you a heads up. I'd wait before Archiving mine on another file-hosting site. I've got some more maps in the works and I'm updating a few of my pre-existing maps for my next release. Progress is slow but still going.
  7. The Lone Rider isn't impossible. Speed is essential for the first part of the mission. The AI will eventually attack the Con Yard if the player takes too long getting out of the canyon (Hint, don't wait for a second airstrike to take out the tank). Second, the helicopter unloads its cargo in the corner if it's LZ is blocked. There's a secondary unload point but I don't remember the waypoint number that defines it in the game logic. I will fix that 2 in the next map pack, which I hope to release within the next 2 months.
  8. I've taken a bit of a break from C&C, I'm currently on a Wargame: Red Dragon binge and I only get so many minutes a week to play anything, but I'll definitely give this a go when I get the time. Things seem to work pretty slowly on these forums anyway :boring:
  9. Search and Destroy: Doesn't feature bases, are you sure you have the right mission name? Rock and a Hard Place: Damn, I knew I fixed that at one point but I must not have uploaded the right file. I'll fix it in the next release. Peacekeepers: The artillery is meant to be static, kind of like a fixed coastal gun. No error there, but I can see why it would initially confuse players.
  10. I was using CNCNet's version, I downloaded the PortableRA and it works fine now! Thanks!
  11. How come the pictures have 50 views but the mission only has 3 downloads? Come on guys, play the heck out of this one!
  12. Hmm, interesting feedback. I try to avoid postponing the production trigger for a number of reasons. Firstly, if a "Create Team" trigger is activated but the "Production" trigger hasn't been activated, the team enters a queue and is built the instant the production trigger is activated (assuming the team can't be made with units already on the map". This led to some scenarios where the player would become mobbed with enemy teams because they took too long to activate the production trigger and the AI went and built 6 or 7 queued teams all at once. Secondly, sometimes I would remove the refinery from the start of the map and order the AI to build it once the production trigger activates but for some reason the AI will build up to 3 harvesters per refinery when I do this, which I don't like. I was aware that Overlooked could be easily cheated because the GDI base was vulnerable but I didn't think about it in Behind Enemy Lines. Camping the Tiberium field was a good strategy, I'd say you just played the mission intelligently but I don't like how easy it sounds. I just reviewed the logic and the AI should have built forces as soon as you crossed into the field. I think you're right about the base redesign. The problem is the location of the airstrip, some units get stuck above it and they won't let each other out. I will rectify this mistake in the next map pack. Keep the feedback coming, you have no idea how important it is!
  13. I can't even get the jungle tileset to work in RA1. I unpacked the jungle.mix file from the new RAED download and dropped it into the red alert folder but 9 still can't get jungle maps to work in single player
  14. No need to explain again, I remember the explanation you gave the first time. That doesn't answer my question though: are there any plans to redo this or do you feel it unnecessary at this point? 2 years have gone by so I'm guessing there's very little demand for it now.
  15. Are there currently any plans to make this work in the original C&C 95 outside of CNCNet? The last time I tried using this theater in a single player mission the terrain layer didn't show up ingane.
  16. Very happy to hear, thanks for the feedback! One of the most common criticisms I've seen people give for missions (including the originals) is that the AI doesn't offer enough of a challenge. I admit, I myself found little use for for static base defenses in the campaign. I almost always used infantry as my main line of defense because they could be moved. I'd usually only build a single turret or tower for the purpose of absorbing enemy fire while infantry swarmed the attackers and inflicted the most damage. I wanted my missions to have to think defensively as well as offensively and force players to use the full arsenal.
  17. Burning Sands is a 2 part mini-campaign but separated into 2 separate missions (so you can play the 2nd one without going through the first). Both levels are different. Play them and see. I worked really hard on these new ones, I'd really like your feedback. Also, the missions in Pack 2 DO override the first ones. I've made some modifications to the existing missions.
  18. V.2 is up already? You move quick! In regard to my previous statement, the stealth tanks might have been chasing vehicles. I kept a steady train of Humvee's running back to the repair bay for service, there's a chance they engaged one another at some point. I'll play it again to see If I can get them to misbehave again.
  19. Downloaded and gave it a go. Thanks for posting this, I really enjoyed this one! Map Design = 5/5 The map itself is beautiful and in my opinion, intelligently designed. Each section of the map felt unique. You can tell a lot of work went into the details, the ruined villages really sold the tone of the mission. There's Certainly enough Tiberium, as I was never strapped for cash and it wasn't long before EVA started nagging about the silo situation. Functionality = 5/5 Took a look at the .INI file after beating the mission, everything checks out. No bugs from what I could tell. The only thing I did notice was the stealth tank behavior. You had a couple of tanks roaming the countryside but they never seemed to attack. They'd brush up against the guard towers, take fire, and die. They never retaliated and I can only recount 1 time they actually used their weapons. Originality = 5/5 A good concept with an even better execution. It bares a similarity to GDI campaign mission 8, but the layout, attack waves and multiple objectives made it fresh. Solid work here. Fun = 5/5 I liked the focus being stretched across multiple fronts; missions like this test the player's micromanagement skills and keep them on edge. On some occasions I had more than one situation to react to. Be it an attack on hard point, a hidden SAM site, or a sneak attack behind the lines. I would have liked to see this happen more often, but I never stopped enjoying myself. Challenge = 3/5 As I said before, I felt there was a generous amount of Tiberium and we were given a sizable starting force so I never really felt pressured by the AI. I moved my forces out of the gate pretty quickly and once I had set up my blockade, Nod didn't seem to be much of a threat. The attacks, although diverse, didn't come often enough to really pressure me and it felt like one of the hospitals received little to no attention from Nod. On the other hand, the advanced base defenses were intelligently located in highly defensible positions, making their destruction an exercise in micro. Overall: 92/100 (A)
  20. I just played this mission. I know I'm late to the party, but this is a great mission. Highly recommend you guys give it a try. It's difficult but rewarding when you finally do get that "Mission Accomplished" text. It felt like one of the original Covert Ops. Missions. I will be browsing for more of your missions.
  21. You guys should do LP's of some of the more well known community made missions! I've played some real bastards, I'd like to see how other people played them.
  22. 8 New maps have been released as part of a preview for the second map pack. Download em' and give me your thoughts.
  23. I use looping time triggers to create teams all the time, but Phantom Strike was an exception because I couldn't effectively gauge how long it would take the player to set up their base. The people I had play test the map played very differently, so I initially had teams attack every 200 time units but that took even longer than the autocreate trigger to cycle. If I lowered it, the teams would sometimes overwhelm my testers because they had taken so long to set up a base. Phantom Strike was one of the first missions I made, I've since started using built it triggers to spice it up on those "delayed base build" missions
  24. Glad to finally see some feedback from you guys! You're all pretty much the elders of map making in my opinion, so your input is very valuable to me. 1. I will take a look at Freedom Fighters and review the trigger logic 2. The teamtypes in Trail of Tears have always given me trouble. I realized a little too late that the AI does not navigate bridges well and had to tweak the map a bit, but they still get locked up around the first river crossing. I'm going to revisit the teams and possibly make them smaller so they can manage the terrain easier. 3. I agree with Matt on Phantom Strike, tke teams don't attack enough. I think the AI only attacks with the autocreate teams which in my opinion, don't spawn frequently enough. I'll add some more in there. There are a few other missions I think need this treatment. 4. Good catch on Heartbreak ridge. I will expand the beachhead and look into possibly adding more resources. 5. Phantom Strike starts out with most of the structures being built, the refinery is the only thing they have to build. Did you actually locate the construction yard before you bombed it or did you bomb it through the shroud off of memory? These changes will be implemented in the second map release. As it stands, I've created 6 more missions that are ready for release. I hope to finish 6 more before the second release. So until then, Keep em comin!
  25. Does that mean we'd have to load the mod through the the CCconfig tool? Would it still be possible to make single player missions with the new theater by developing in a theater supported by the XCC editor and then switching out the theater by modifying the missions .ini file?
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