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About McPwny

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  1. ive made another co-op map, which will probably be the last of the maps i make, as i have started college. an old skirmish map called "blood and concrete" forms the basis of this map. if you want, you can get the original here . this map is for four players, and is pretty intensive. if any of the four players die, its going to be a hell of a lot harder for the remaining players. this is not like your typical lazy "survival" map. its highly detailed, and one of the AI (actual AI) can easily tank two human players. so im pretty happy with it. i dont want to make this post too long, but ill mention it starts fast and has several map expands. further instructions will appear on the map image on cncnet bloodandconcrete co-op.map
  2. no one really mentions this, but did you know theres a tile mode that drops all the tiles to the same level so you can look behind cliffs? press D to toggle it on and off. i should only take a few minutes to fix and you will probably notice the difference in AI immediately. great map.
  3. thats done by ini editing a map file which anyone can do, so it would be like compiling a list of leaves on the ground.
  4. i looked at this in fa2 for a while, and while the cliffs are for the most part cleanly made, theres a lot of errors hidden behind the cliffs, which is absolutely toxic to the AI. i also see some INI edits to the pathfinding of the ai, and "basesizeadd" theres also this these have to look like this, or you get ingame issues but yeah man, its a massive map with a lot of detail. very nice map. consider .ini editing some light posts and playing with the renderer, or even adding some AI triggers since it seems to be oriented for gameplay vs computers
  5. i didnt do the LAT tiling on this one, i just scripted it. its really a mission map for co-op teamplay but with a fast start of enemies in waves before map expand. just a little something for people who want a good teamplay map; better than the stupidly easy default co-op maps, different from boring literal spams of enemies maps. also no lag.
  6. i have developed another survival-esque map which is a hybrid of campaign and survival, combining actual AI and waves of enemies dynamically to provide a new kind of challenge to players. [email protected]'s heavily detailed "City under attack" forms the basis of this map, if you want you can get the original here: https://ppmforums.com/viewtopic.php?p=580597#580597 map suits 2 to 3 players feedback is appreciated, but unlikely city under attack coop.map
  7. tons of shitcode is putting it lightly, dont get me wrong mod maps are cool, but he straight up copy-pasted gamebreaking errors into like, dozens of maps. even the triggers and teams are copypasted screaming minimum effort to the max
  8. have you ever ever played a MISSING map that didnt crash? no but really this is a cool map, i wish there was more like it.
  9. at first i though "wow this looks good" then i looked at it closely. im pretty sure placing buildings over cliffs causes nasty issues these will break pathfinding and kill any AI on the map there ARE lat pieces in the editor for these... and this....
  10. i developed this map off of my pre-existing random generation map, but its way more. on map start you start with your mcv which deploys into a barracks and a use of a chronosphere/spysat to teleport onto any location on the map, on which there are tens of dozens of random trigger-generated buildings to capture. then radar goes out and you scramble to capture a makeshift base before the AI steamrolls you. the AI itself also uses its chronosphere to teleport its mcv, and also captures buildings and attacks you with anything it can get its hands on. i have tested this map quite a bit with other players, and people mostly just get ganked and cant stand up to the custom computer, in a few games we have managed to beat it. players absolutely must scramble and work together to stand a chance. since the ai is autonomous, and not a bunch of spawn triggers, you can mix and match teams. fight 2v2 or 2v3 or 2v4 or 3v3 etc. even ally with comps if you want. the buildings and places the ai picks are random, so every game is different -no lag -no crash -no timers -no monotony -no unit spam -no mods - just a fresh, quick challenge for 2 or 3 experienced players; or solo skirmish with comps if you are into that sort of thing. so this map comes in two flavors. you can do left-vs-right teams in the variant where the AI only picks right-side teleport points and only the left side is unshrouded for player start. people seem to enjoy this one more. or you can do the one where the whole map is unshrouded, but the AI can pop up anywhere, if you are crazy. mcpwnys random map (1 side).map mcpwnys random map.map
  11. ts maps can only use 100 (102 i think someone said to me once) if you go beyond that bad things happen. best case scenario scripted units shut down on moveto order. worst case is it causes some seriously weird crashing. ra2 goes up to 700
  12. hes kind of right though, no amount of encyclopedic knowledge of fa2 is going to answer a question as vague as that. anyway you look at it we need some more details dude
  13. 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
  14. 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
  15. 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.
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