Jump to content

CnCNet Forums

Search In
  • More options...
Find results that contain...
Find results in...

McPwny

Members
  • Content Count

    94
  • Joined

  • Last visited

Community Reputation

38 Excellent

About McPwny

  • Rank
    Grenadier

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. i made a mod map over the last week for multiplay, and its convoluted. the players each start with an mcv, spysat, radar, and one use of a chronosphere to pick a starting point; after a timer the map then shrouds and the game starts. heres the catch. the mcv's deploy into barracks and the map is littered with tech buildings and player buildings. - no base building - no ore - up to six players - over 80 randomly generated buildings to capture for a base - heavily detailed with hundreds of more randomly generated objects a few extra tech buildings to capture: - capturing the tech einstiens lab lets players build tesla coils and pillboxes. (the only buildable structures on the map) - capturing the tech time machine gives force shield - capturing tech civ radars just gives radar at no power cost if one were to render the map it would look barren, but its thickly detailed with endless combinations of buildings across almost 300 waypoints and 50-ish triggers heres the map preview i used to dev the thing, bear in mind the players start on the edges of the map (atop the water) with just their mcvs i usually just make campaign maps but i thought this could be a fun idea. i know people here dont leave a lot of feedback, but since its an experimental concept and all, id appreciate peoples thoughts on it. especially if theres any balancing adjustments to be made. McP RandomestMap.map
  2. i think thats done by going to the entry that says Basic and adding a key that says Author=name here which is irrelevantly enough, one of the few INI flags you can set thats not from rules.ini
  3. sure you can. just take these keys and put them in you INI editor under edit→ini like so GASAND Crushable=no just avoid doing extensive modding via this ini editor, as you can break a map with a faulty ini input. maby even back up your map.
  4. guess its a restriction to campaign then.
  5. its a real simple trigger thats going to look exactly like this and then in the third one your going to put the house (singleplayer), or <player @> (multiplayer) or whatever that tag in ra2 is. im using finalTI but its all the same editor. then your going to have to attach that to every single sandbag.
  6. i just fired up the editor and checked, pre-assigning houses to wall buildings works fine in single player. i also got it to work via trigger action, so try it out.
  7. i dont think thats possible. in multiplayer a player cant own pre-placed buildings, and sandbags are structures which are immediately converted to overlay on map load. you could try a trigger with event being the default fire immediately and action being change house→player house, and attach that to each and every sand bag building to see if for some dumb reason triggers are read and fired before buildings in map load, but they probably arent tbh.
  8. use ctrl-d to sink the cliffs and look closely. you will see on the lower left your height indicator and that will tell you what is cliff and whats behind the cliff, so you can make it seamless. i dont think fa2 has an impassable invisible tile, but rocks should work (except chrono legionaries picking up crates) map looks pretty good dude.
  9. let me show you something. looks okay press ctrl-f for framework quick and now you can see a little better fix those little errors quick and press ctrl-d for down syndrome depressed tile mode quiCC you can see theres some more errors. so you might not notice these kinds of things on a multiplayer map between people, but little errors like these can make your computer AI's get stuck in little computational pathfinding loops and kill the whole AI outright. ra2 is kind of forgiving in this sense, but its smth to think about. also i want to mention that ravage is not even good at making maps, before he comes in here telling you what you did wrong and why you should eat some tide pods.
  10. i can see how a map like this could be hard to conceptualize, let alone physically make.
  11. thats so cute. he wanted to be next to you. damn thats cute. gosh i hope he pro edits my maps. that would be so cute. he should make pro quality singleplayer maps with his pro level balanC skills. that would be so good, i think that would be a very good thing. would play. 10/10
  12. i did make this map some time ago https://forums.cncnet.org/topic/9221-catastrophe-park-v2/?tab=comments#comment-71149 its like a whole mod on a map, with flexible campaign-level AI scripting rather than brute force reinforcement triggers. its not survival nor mission, its like domination with a twist. anyways, you might find it amusing if singleplayer vs AI is your thing.
  13. by the way if you know anything about ini. editing, you can make the lightposts any color/brightness/size etc. pretty easy via 'insert ini file' function in fa2.
  14. did you um.. take it off of beginner mode?
  15. like, singleplayer maps where the AI is extremely aggressive?
×
×
  • Create New...