N3tRunn3r Posted April 18, 2009 Share Posted April 18, 2009 An updated mappack for you has arrived, Commander! To play them on skirmish/multiplayer offline-mode just extract 'scmapsn3.mix' out of the RAR or ZIP file and place it into your C&C root directory (where C&C95.exe is included). RED-ALERT.net is down !!! Download the RAR and/or ZIP archive as an attachment from the bottom of this post! (cc95-n3-maps.rar/.zip & scmapsn3.rar/.zip) Informations & Screenshots: Latest Update - 2009-06-16 V1.00 2013-08-20 V1.01 2013-08-26 V1.02 [Year-Month-Day] Next update (V2.00) has been planned for ~ 2013-07-01, please stand by. Many Thx to Nyerguds !! This C&C1 Mappack includes: (Made by N3tRunn3r) scm171ea: [N3] Suited (4p) scm172ea: [N3] P4 Limited (6p) scm173ea: [N3] Iron Cross (4p) scm174ea: [N3] Desert Island (4p) scm175ea: [N3] Central Escape (6p) scm176ea: [N3] Forgotten Land (4p) scm177ea: [N3] Vales Of The Templars (4p) scm178ea: [N3] Tiberium Passes (4p) scm179ea: [N3] Tiberium Passes (6p) scm180ea: [N3] Ten to One (4p) scm181ea: [N3] Ten to One (6p) scm182ea: [N3] Secondary Tiberium Impacts (6p) scm183ea: [N3] Crossed (4p) scm184ea: [N3] Crossed (6p) scm185ea: [N3][C] Discovery (6p) scm186ea: [N3][C] Inspecting Tiberium (6p) scm187ea: [N3][C] Capture the Center (6p) scm188ea: [N3] HJK6 C&C Edition (6p) scm189ea: [N3] Canyon Paths (4p) scm190ea: [N3] Canyon Paths (6p) scm170ea: [N3] Symmetric Field (4p) might be re-added soon. Map number will be reserved (is still free)!! Latest Additions: [N3] Suited (4p) =================================== ### ANYWAY HAVE FUN TO PLAY MY MAPS ### ### BRING COMMAND & CONQUER BACK ONLINE ### =================================== To Play C&C1 Online up to 6 human Players, patch your C&C1 game with Nyerguds' V1.06x UPDATE and download the CNCNET CLIENT to connect online with other players! BEST REGARDS N3 How to play Crate Maps in C&C1? [C] = Crate map! Setup your game settings: Start with MCV only (notice: AI needs at least 1 soldier or game aborts immediately!) No Credits TechLevel to lowest Enable Crates Do this ingame: Build up your MCV to a CY Sell your CY Search with your troopers for crates Collect Crates (Money/Units/maybe a MCV or a nuke?! ) Eliminate your enemies and/or create alliances as well. Have Fun!! To-do list: * scm175ea.png: +8 more blossom trees. I forgot to add em... crap. P.s.: Thanks for downloading my scmapsn3.mix for like 600 times in a total here @ www.cnc-comm.com! (Download hosted by Nyerguds' counts excluded, so let's say about 1000 times in a total). Since CnCNet v5 has supported non-mix files to read multiplayer maps, I am going to delete these mix files. Also I have to update them. Updated: scmapsn3.mix Have fun, Commander! Attachment: RAR-files and ZIP-files contain the maps. cc95-n3-maps.rar cc95-n3-maps.zip scmapsn3.rar scmapsn3.zip Link to comment Share on other sites More sharing options...
Tore Posted May 4, 2009 Share Posted May 4, 2009 Because this map pack contains many nice maps and is updated often, I have decided to spotlight it! Link to comment Share on other sites More sharing options...
Nyerguds Posted May 5, 2009 Share Posted May 5, 2009 lol, the middle in Crossed is kinda useless Link to comment Share on other sites More sharing options...
Tore Posted May 5, 2009 Share Posted May 5, 2009 N3t should fix his images. Link to comment Share on other sites More sharing options...
N3tRunn3r Posted May 5, 2009 Author Share Posted May 5, 2009 Hi and Thanks. but what image should be updated? hmm is it Ten To One? Edit: oh damn , i see... forgot to change the temperate theater back to SNOW... updating mappack now, sorry guys. it was late. Link to comment Share on other sites More sharing options...
Nyerguds Posted May 30, 2009 Share Posted May 30, 2009 So, have you finally fixed Secondary Tiberium Impacts to be Snow again? I fixed the one uploaded on my site.. we don't want to have incompatibilities, so get on with it Link to comment Share on other sites More sharing options...
N3tRunn3r Posted May 30, 2009 Author Share Posted May 30, 2009 fixed! Link to comment Share on other sites More sharing options...
Ferret Posted July 24, 2009 Share Posted July 24, 2009 secondary tiberium impacts i would always start in the corner. XD Link to comment Share on other sites More sharing options...
N3tRunn3r Posted August 22, 2013 Author Share Posted August 22, 2013 My maps have been just updated and improved for CnCNet v5!! Link to comment Share on other sites More sharing options...
Riseofbane Posted August 22, 2013 Share Posted August 22, 2013 many of these maps have been my favorite maps actually and I didn't even know you made it what are the update you have done? Btw more tiberium trees would be nice in case of scenario when all the tiberiums are depleted. Link to comment Share on other sites More sharing options...
N3tRunn3r Posted August 26, 2013 Author Share Posted August 26, 2013 Thank you, Riseofbane. I have changed some amounts and spots of tiberium so blossom trees. 2 maps have been completely re-done and one map has been deleted out of my collection. All of my other maps have got minor tweaks. Maybe this or next week, I will add 2 brand new maps. Today, I have updated my mappack again. I have got nice support and reviews in-game, so I changed some thingies again. Maps have been upped to CnCNet v5 already. Type /restart inside CnCNet v5 to update them. Please test my updated maps and give some positive or negative feedback until this weekend so I can change some things again, if needed. Maps will be updated within my maps additons as mentioned. Link to comment Share on other sites More sharing options...
MattAttack Posted August 27, 2013 Share Posted August 27, 2013 hey.. these maps are classic! I think some of the changes are good. I like in 'Secondary Tiberium Impacts' how the southern craters have all been connected. However, I miss the choking overabundance of tiberium on that map as well as 'Ten to One.' It really made you have to harvest wisely to be able to expand your base. I believe that in Nyerguds' current incarnation of c&c the Advanced Communications Center is not capturable in multiplayer so this may present problems in 'Capture the Center' When I compiled the Mega Map Pack, I removed civilian building v31 from all desert maps as it caused periodic ion cannons on the northernmost player. I vaguely remember p4 having one that I removed so I would recommend not using that building; if you even did. Why did you remove 'Capture the CYs?' Anyways, welcome back and thanks for some awesome maps! Link to comment Share on other sites More sharing options...
N3tRunn3r Posted August 27, 2013 Author Share Posted August 27, 2013 I'll check this issue about the ACC with Nyer. Is the AI (civilian building v31) shooting periodic ion cannons? If yes, Nyer has to fix it I guess. Did a human player shoot the ion cannon to the most northern player maybe? ^^ Capture the CY's was a map without any sense. I will re-do this map on anytime, but better. Link to comment Share on other sites More sharing options...
Nyerguds Posted August 29, 2013 Share Posted August 29, 2013 Yes, I disabled ACC capturability because it was a completely unfair advantage that one of the sides' superweapon could be captured but the other couldn't, and I'm fairly sure it was a bug produced by the Nod mission 12 logic. As for the civilian buildings, yes, don't use them... them firing superweapons is a result of me attempting to fix the bug where a power balance of 0/0 meant having low power, which made all civilian buildings decay for no goddamned reason. I fixed that by making all civilian buildings produce a tiny amount of power. This, in turn, seemed to have the effect that those civilian buildings that overflowed into normal building IDs in the Prerequisites check (because, 32-bit program, so any ID higher than 32 got its highest bits cut off) and ended up with the IDs of the Temple, ACC and Comm Center got those buildings' special effects too. Most notably the superweapons. The nuke one isn't a problem since only a Temple can launch it, but the ion cannon... yeah. Big trouble. Link to comment Share on other sites More sharing options...
Iran Posted August 29, 2013 Share Posted August 29, 2013 LOL that's hilarious. Great Westwood coding.. Link to comment Share on other sites More sharing options...
Nyerguds Posted August 30, 2013 Share Posted August 30, 2013 I should really look into it, but the logic for making a bit mask out of the ID is not one unified function as far as I could see -_- I doubt the CPU command to do powers (in this case 2^[buildingID]) does NOT have a second register as overflow... even normal multiplication has that... so it should be perfectly possible to have a 64 bit prerequisites mask... Link to comment Share on other sites More sharing options...
pichorra Posted August 31, 2013 Share Posted August 31, 2013 Couldn't you just make the buggy civilian building consume an huge amout of power? that would be an nice workarround for that. Link to comment Share on other sites More sharing options...
Nyerguds Posted September 4, 2013 Share Posted September 4, 2013 That would still make ALL civilian buildings decay from the moment that one was put on the map, though. It would solve nothing. Link to comment Share on other sites More sharing options...
Iran Posted September 21, 2013 Share Posted September 21, 2013 Can't you patch the decaying logic so it doesn't affect the neutral house(s)? Link to comment Share on other sites More sharing options...
Nyerguds Posted September 21, 2013 Share Posted September 21, 2013 Can't you patch the decaying logic so it doesn't affect the neutral house(s)? It's a really bad idea to use hardcoded exceptions to fix something like that. Besides, I don't know where that decay code is. Link to comment Share on other sites More sharing options...
Iran Posted October 6, 2013 Share Posted October 6, 2013 For Red Alert it's called in HouseClass::AI(), the function that's called is BuildingClass::Take_Damage(). I just checked for about 30 seconds for C&C95 and I think in C&C95 it's the call at: .text:0044AD91 call dword ptr [esi+0B8h] In RA95 it's: AUTO:004D4614 0D0 call dword ptr [esi+0C0h] Link to comment Share on other sites More sharing options...
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