Lovehandles Posted May 19, 2020 Share Posted May 19, 2020 Salutations, my fellow forum-goers! Here's a small collection of existing maps I've edited to be (hopefully!) 100% symmetrical, with some additional player spawn variations for the ones that support more than 2 players. The intention is to update this thread with any new releases, supposing I ever get around to making more edits. :- ) Full credit goes to the original authors: (cn2) Twin Peaks by cn2mc: https://forums.cncnet.org/topic/2351-cn2-twin-peaks/ (MN) Electric Avenue, (MN) Heavy Metal and (MN) Modest Field by MN_Chief: https://forums.cncnet.org/topic/774-ferrets-map-workshop/ (Wht) Zodiac, (Wht) Rush Down Rampage, (Wht) Frosted Hostilities, (Wht) Elevation, and (Wht) Quarry by AchromicWhite: https://forums.cncnet.org/topic/7933-whtzodiac-2v2/ , https://forums.cncnet.org/topic/7619-whtrush-down-rampage/ , https://forums.cncnet.org/topic/3869-whtfrosted-hostilities-1v1/ , https://forums.cncnet.org/topic/8380-whtelevation/ , https://forums.cncnet.org/topic/5071-whtquarry-1v1/ MAP PREVIEWS (cn2) Twin Peaks (Symmetrical): Spoiler (MN) Electric Avenue (Symmetrical v1.1): Spoiler (MN) Heavy Metal (Symmetrical v1.1): Spoiler (MN) Modest Field (Symmetrical): Spoiler (Wht) Frosted Hostilities (Symmetrical): Spoiler (Wht) Rush Down Rampage (Symmetrical): Spoiler (Wht) Elevation (Symmetrical): Spoiler (Wht) Quarry (Symmetrical): Spoiler (Wht) Zodiac (Symmetrical): Spoiler INSTALLATION TUTORIAL Download the .zip archive attached below, and extract the "Symmetrical Maps v1.0a" folder into the "Maps" subfolder in your Tiberian Dawn directory. Symmetrical Maps v1.0a.zip Link to comment Share on other sites More sharing options...
cn2mc Posted May 19, 2020 Share Posted May 19, 2020 I see what you did there with the cliff corners, but why ruin my painstakingly painted realistic tib fields by upgrading all tiles? Greedy bums... lol. Link to comment Share on other sites More sharing options...
Lovehandles Posted May 20, 2020 Author Share Posted May 20, 2020 19 hours ago, cn2mc said: I see what you did there with the cliff corners, but why ruin my painstakingly painted realistic tib fields by upgrading all tiles? Greedy bums... lol. I was somewhat regretful of it initially as well, but it turns out the game itself doesn't even care. Not convinced the different Tiberium IDs (ti1-ti12) actually represent different stages of density -- seems like the game determines the density of any given Tiberium cell based on its proximity to others. This (ti1 on the left, fill-with Tiberium on the right): Spoiler Turns into this ingame: Spoiler This was done with XCC Editor, for reference. Link to comment Share on other sites More sharing options...
cn2mc Posted May 20, 2020 Share Posted May 20, 2020 Yeah, I actually kind of knew that, but I couldn't resist commenting. 1 Link to comment Share on other sites More sharing options...
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