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Lovehandles' Symmetrical Maps Workshop


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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

Ck1PIH0.jpg

(MN) Electric Avenue (Symmetrical v1.1):

Spoiler

o35D1i4.jpg

(MN) Heavy Metal (Symmetrical v1.1):

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skXfEQz.jpg

(MN) Modest Field (Symmetrical):

Spoiler

CnGHUdM.jpg

(Wht) Frosted Hostilities (Symmetrical):

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C89YsQQ.jpg

(Wht) Rush Down Rampage (Symmetrical):

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Jt5AXU8.jpg

(Wht) Elevation (Symmetrical):

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bU6NH2G.jpg

(Wht) Quarry (Symmetrical):

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SnFAXb0.jpg

(Wht) Zodiac (Symmetrical):

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posted image

 

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

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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

posted image

Turns into this ingame:

Spoiler

posted image

This was done with XCC Editor, for reference.

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