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Chrono Vortex

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Everything posted by Chrono Vortex

  1. I noticed you tried to turn the spy into a hijacker. If you don't set The value "Thief" to "yes" along with "VehicleThief," it doesn't work. It should look like this: [SPY] Thief=yes VehicleThief=yes You can check ModEnc for confirmation. It's also a good resource for everything INI related, if you're ever having trouble.
  2. The map renderer is actually already built into the client. If you go to your custom maps folder, you should see all the previews it's generated.
  3. Don't know about the author, but there's a tutorial on how to change map previews here. It's a bit complicated, so it may take some time. You may also want the CnC Maps Renderer to generate your map preview (though if you do use that, you'll likely need to size the image down so it doesn't make the file size of your map way too big).
  4. This is taken directly from a post I made to Project Perfect Mod. View the original thread here. This map is built around engineers having the ability to hijack vehicles. The idea is that you capture a certain tech building activating some airborne or teleporting reinforcements which you can then also capture. Experimentation suggests that trying to use engineers to hijack enemy vehicles is extremely inefficient if not entirely futile, so the mechanic shouldn't interfere with normal gameplay too much. It's probably important to note that the four refineries each get a hijackable harvester reinforcement immediately after capture, so if you're not the Allies you should have an extra engineer ready for them. DOWNLOAD
  5. This is taken directly from a post I made to Project Perfect Mod. View the original thread here. This is my first attempt at a legitimate multiplayer or skirmish map. There's lots of light posts, a few (mostly lighting related) INI edits and plenty of ambient sounds. Also, to try to keep this from becoming too much of a camp fest in the case of a top vs bottom 2v2, there's some cheeky repair teams for the left and right concrete bridges should they be destroyed. This map can work for a 1v1, a 2v2 or a 4 player FFA. DOWNLOAD
  6. This is taken directly from a post I made to Project Perfect Mod. View the original thread here. I threw this thing together to use a simple idea: all the ore comes from crates. Crates will most often yield ore, sometimes a vehicle and occasionally your standard money bonus. Additionally the the amount of crates has been bumped way up. That along with the size of the map makes for some really scrappy battles. Luck is admittedly a deciding factor. There’s the name of a casino game in it for a reason. DOWNLOAD By the way, to all you “Extra Small” junkies out there… I’ll rip that shiz off any day. No hard feelings though.
  7. This was originally a game mode which was part of Mental Omega, though I think it’s since been removed. The idea is that you start with only suicide units, and you have to keep you “primary” unit safe and destroy those of everyone else (in this case, the big missile truck pictured above). GAME SETTINGS:• Unit Count: 10• Crates: On• Short Game: On Note that the maps will technically still work without these settings, though they will not function optimally. DOWNLOAD There are currently 5 maps in the pack, all of which just vanilla maps with INI edits.
  8. All of FlyingZ's maps can be found here. I highly recommend these if you enjoy survival maps or multiplayer missions. FlyingZ had some crazy INI editing skills.
  9. This is taken directly from a post I made to Project Perfect Mod. View the original thread here. This is a fairly simple minigame-style map based entirely off the map in the final Allied campaign. There are a few lighting and ambient sound changes and a good number of INI edits made to accommodate the “game mode” if you will. The player at position 1 starts with a spy and 4 mirage tanks. His objective is to destroy the Kremlin (with C4, as infiltration caused some problems) without being detected. The mirage tanks can carry one infantry and have had their speed reduced and weapon removed. Don't expect to effectively use them for anything more than scouting or as a hiding place. The mirages are expendable, but losing the spy means losing the game. The player at position 2 starts with 2 Borises. His objective is to find all enemy spies and kill them before any get to the Kremlin without killing any neutral infantry, as killing 1 neutral unit will cause him to lose. The hunter and the spy each have paradrops for an extra Boris and spy (respectively), in addition to map-revealing powers. NOTES & BUGS: • Short game must be on for victory/loss conditions to function. Starting unit count and crates shouldn’t matter, but just to be safe it’s best to turn them off. • If a neutral infantry unit occupies a cell Boris attempts to enter, Boris will auto attack. • If a tank attempts to enter a cell that Boris is entering at just the right moment, the tank will explode. Due of Boris’s trigger happy nature it’s best to try to keep him out of tight spaces and out of the way of neutral infantry and tanks as much as possible. DOWNLOAD UPDATE: The latest version of CnCNet has fixed the display of HD previews, rendering the instructions in the preview of this map pointless. To accommodate this, I've added briefing text which displays over the now normal preview. Download the version with briefing text here.
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