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Darkstar387

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Everything posted by Darkstar387

  1. All kidding aside, I am curious: is Chimas's request doable? I don't plan on slowing down anytime soon, and I'd love to make some maps in a new theater. I've got 0 experience programming in assembly, but how hard would it be to add in support for new theaters?
  2. Did anybody ever find a way to get these to work in the original C&C95?
  3. Lol have you guys even played the missions? There are a few of them sprinkled in there. Frozen Assets, Overlooked, Sabotage, Heartbreak Ridge, Phantom Strike, that's a few off the top of my head. I'm still making more, there will be more snow maps to come. If somebody gets the new custom theaters working I'll certainly start working with those too.
  4. The third one was a cave tileset. I remember, I was very excited to see somebody expanding the theater options but alas, they don't work with the original C&C. Matt right, they were either for RA or one of the rebuilt versions of C&C 95. I believe Westwood attempted to create a Jungle theme in the original game because Nyerguds said there were already jungle .mix files in the base game, but the trees don't load in the map. I've tried it and verified that it does not work at this time, but I would love for somebody to fix it for C&C. I think it involved editing the core game files.
  5. But... didn't you yourself create a configurable option to allow players to build them in single player? Placing "RemoveBuildExceptions=TRUE" in the basic section of the .ini file allows SSM launchers and Helipads outside of multiplayer. I've used if before, your thing works
  6. The missions have been uploaded, these should keep you guys busy for a while. I had them play-tested by two other players, most of the bugs are hopefully ironed out. Let me know what you think.
  7. You have not been forgotten! I'm still working on them, I've finished sprucing up 14 or so GDI missions, now I just have to go through and playtest 8 or so Nod missions and iron out any wrinkles or bugs. This process has been slow due to my work schedule this month, but I will get them done!
  8. No, I don't know how to reveal the whole map but I'd sure like to know how. I will fix the typo with the next release. It's possible the units got bunched up by the entrance, but it's never happened to me. I'll play it again this week and try to break it, if I see it happening I'll expand the opening to the AI base and re-upload it. I was thinking of adding some teams to clear the north of the player's units, so the AI doesn't get stuck hunting them.
  9. Fixed it, good catch. I re-uploaded the zip file with the fix. It should work now. I also put up 2 new missions.
  10. That is correct, the build level was lowered to make the mission more difficult. I also felt it added a touch of realism In the Scorpions Sting, the mission has you rescuing a convoy that was ambushed enroute to another country, meaning that GDI was unprepared when Nod attacked and hadn't had time to move an entire satellite (Ion Cannon Satellite in this case) to the area of operation. Anyway, regarding the "Minigunner in the northern corner" trick: I feel that the only way to solve the issue is to either create a team or airstrike dedicated to eradicating units in the corner, or force the player to build their base up there. I've always been aware that the AI selects it's targets like a human would read a book (top left to bottom right) but I've always refrained from exploiting that function as I felt it cheapened the experience. I've made a couple of missions that include AI airstrikes but on ones like this I kind of just trust the player to refrain from intentionally breaking the mission. Matt, I completely agree with the you on the quality. I've played a lot of bad missions from the old days, missions that weren't complete, terrain errors, sloppy design, non-functional code,... its great to see the community taking pride in its work. Theres a lot of talent here, and I'm glad I can contribute.
  11. I think I might add some additional teams to counter-attack the player when the main base comes under assault, I just don't want to make things too difficult considering how limited the player's resources are.
  12. Thanks for the feedback Jacko. The second mission is difficult but luck shouldn't be a factor. The two starting tanks can be kept alive through propper micro management, even when engaging the advanced gaurd tower. I've tested this mission extensively and I've kept both tanks alive throughout the whole level. As for the helicopter, ya... I'm guilty of doing that. I find it easier to reinforce large groups that way even though lt IS a cop out. I'm surprised to hear your game crashed, I've never had anybody crash while playing that mission. I'll give it another run through with a fresh installation and see what I find.
  13. I'm currently going through the mission's I've made and fixing up the code, ensuring all the teams work and updating the older missions with new stuff i've learned. Now that I'm sharing these, I've got to make sure they're up to par.
  14. Haha I'm the same way, I carry a copy of my game on a thumb drive and make missions when I'm on the road for work.
  15. Fantastic mission! Was not expecting such a heavy enemy assault. I underestimated the level in the beginning once I retook the initial base., figured it would a cake walk once after securing all the power plants. I was humbled after I spent an hour punching through enemy defensive positions before finally laying waste to the base, all to realize the temple was the only thing I had to destroy. Great job! Map Design = 5/5 Functionality = 5/5 Originality = 5/5 Fun = 5/5 Challenge = 4/5
  16. THE EXTENDED OPERATIONS: Unofficial Expansion 50 professional custom missions and counting! Hello everyone. To celebrate over 100 downloads, Version 4 of the Extended Operations pack is finally here! for those of you who've never played these missions before, thes custom maps have been created in homage to this classic. These levels have been created so they play in the same style and felt as close to the original game as possible. They're here for the undying and forever loyal C&C community to enjoy. If you play them and like them, I will keep them coming. Feedback is HIGHLY ENCOURAGED *UPDATE 09/18/2017* Increased enemy teams in in SCB203EA to spice the mission up. Modified teams pathfinding in SCG101EA. 6 new missions completed *PENDING UPDATE* Fixed color of special house in "NES: Countdown". Team's color must have been reset during an edit. Modified teams pathfinding in "NES: Behind Enemy Lines". Increased autocreate team variety. Reduced number of Obelisks from "NES: A Cold Wind Blows" to make it easier on the player. GDI Missions: SCG100EA - NES: Where Eagles Dare. A base assault mission. Medium SCG101EA - NES: Behind Enemy Lines. An MCV rescue mission. Easy. SCG102EA - NES: Airland Battle. A combined ground & air assault, no bases. Easy. SCG103EA - NES: Badlands. A base assault mission. Hard. SCG104EA - NES: Countdown. A ground / base assault mission. Medium. SCG105EA - NES: Search & Destroy. A search and destroy mission, no bases. Medium. SCG106EA - NES: Rock And a Hard Place. A base assault mission, no bases. Medium. SCG107EA - NES: Peacekeepers. A beachhead / base assault mission. Medium. SCG108EA - NES: Trail of Tears. A base assault mission, mid-level tech only. Hard. SCG109EA - NES: Sabotage. A surgical strike mission, no bases. Medium. SCG110EA - NES: Operation Anvil. A ground / base assault mission. Hard. SCG111EA - NES: Genesis. A base reclamation / assault mission. No MCV. Medium. SCG112EA - NES: The Scorpion's Sting. An MCV rescue mission. Medium. SCG113EA - NES: Power Surge. A surgical strike mission. Medium. SCG111EA - NES: Besieged. A base reclamation / assault mission. Hard. SCG115EA - NES: Heartbreak Ridge. A fortress assault mission. Hard. SCG116EA - NES: On Hostile Shores. A commando / base assault mission. Hard. SCG117EA - NES: Burning Sands - Part 1. An armored assault / base mission.Medium SCG118EA - NES: Burning Sands - Part 2. A base assault mission. Hard. SCG119EA - NES: Questionable Ethics. A surgical strike mission. Medium. SCG120EA - NES: Rapid Response. A base reclamation / assault mission. Hard. SCG121EA - NES: The Siege of Macedona. A civil defense / base assault mission. Hard. SCG122EA - NES: Market Crash. A search and destroy mission. Medium. SCG123EA - NES: A Cold Wind Blows. A fortress assault mission. Hard-ish. SCG124EA - NES: Canal Crisis. A base assault / base defense mission. Medium. SCG125EA - NES: Divide & Conquer. A commando / base assault mission. No base. Easy. *NEW* SCG126EA - NES: The Mobius Mandate. A search and destroy mission. Medium. *NEW* SCG127EA - NES: Against The Clock. Search and destroy / base assault mission. Easy. *NEW* SCG128EA - NES: Emancipation. A base reclamation / base assault mission. Medium Nod Missions: SCB200EA - NES: Phantom Strike. A base assault mission. Medium. SCB201EA - NES: Uprising. A ground assault mission, no bases. Easy. SCB202EA - NES: Freedom Fighters. A base assault mission. Medium. SCB203EA - NES: Vengeance. A base reclamation / assault mission, no bases. Medium. SCB204EA - NES: Snake Head. A base assault mission. Hard. SCB205EA - NES: Public Enemy No.1. A stealth extraction mission, no bases. Medium. SCB206EA - NES: Unscheduled Acquisition. A capture/ground assault mission, no bases. Medium. SCB207EA - NES: All Along The Watch Tower. An extraction/base assault mission. Hard. SCB208EA - NES: Overlooked. A base reclamation / assault mission, no MCV. Hard. SCB209EA - NES: Plausible Deniability. A ground assault mission, no bases. Easy. SCB210EA - NES: To Ashes. A civilian assault mission, no bases. Medium. SCB211EA - NES: David & Golaith. A base reclamation / assault mission no MCV. Medium. SCB212EA - NES: Serenity. A base assault mission. Medium. SCB213EA - NES: Frozen Assets. A base reclamation/assault mission. Medium. SCB214EA - NES: Evolution. A unique visceroid mission no bases. Hard. SCB215EA - NES: Two If By Sea. A base assault mission, no MCV. Hard. SCB216EA - NES: The Lone Rider. A base reclamation / assault mission. Hard. SCB217EA - NES: Covert Extraction. A stealth mission. Easy. SCB218EA - NES: Betrayal. An assassination mission. Easy. SCB219EA - NES: The Highway at Gaudari. A base assault mission. Hard. SCB220EA - NES: Savages. A base assault mission. Medium. SCB221EA - NES: Powder Keg. A base assault mission. Hard. SCB222EA - NES: Smoke screen. A search and destroy/base assault mission. Easy. SCB223EA - NES: The Tun-Shou Pass. A stealth base assault mission. Medium. SCB224EA - NES: Snowblind. An search and rescue mission. Easy. SCB225EA - NES: Tank Busters. A search and destroy mission. No bases. Medium. *NEW* SCB226EA - NES: The Lost Island. A commando mission. Medium. *NEW* SCB227EA - NES: Sweeping Flames. A civilian / base assault mission. Easy *NEW* SCB228EA - NES: The Talon of Ruin. A base assault mission. Hard-ish. NES Mission Pack V5.zip
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