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New Tiberian Alert Map/Mod


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This is my first Tiberian Alert mod map on Big Game Hunters


This is not for those that like fast games and massing huge armies.

You need to make strategic unit compositions and to plan your attacks, massing tanks will not work.


I was inspired by other T.A maps and I wanted to make my own.


The main changes

-infantry cannot be crushed and it has more hit points.

-engineers have a larger capture level (60%)

-build speed and movement is slower

-ore trucks have a slower rate

-helicopters have infinite ammo, but they are balanced and easy to counter

-you have a rocket tank that can destroy air units effectively

-the APC was buffed up

-no more GPS satellite

-airfield for all

-new tech center for allies

-bio research lab for General and Tanya

-General and Tanya have better weapons

-the transport helicopter can heal units (need to force fire command to do that) it can be used as a support unit

-MCV is significantly costlier

-the SCUD launcher and artillery have been buffed up and balanced

-the artillery has a slower firing rate but a bigger range and damage

Just try the map to see all the changes.  :D


All my maps are updated here http://goo.gl/Bn8ImV


Just download TA-BigGameHunters.mpr for this mod.


I want to thank all those that made possible the modding options for T.A.


PS: It will be nice to have a custom.mix file with many new custom units in order to expand the RA modding and mapping possibilities.





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Yes, there the issue is caused by the fact that the mrls uses the radar jammer tank. I actually prefer it that way, it look more.. interesting. The normal version is too static, too small.

I can only use included image files, too bad that there is no custom.mix file with every distribution of C&C in order to include more custom units and graphics created by the comunity. In that way it will be possible to create a mod with Ra2 inspired units or Ra3 inspired units or even other C&C games.



Sounds pretty good.

Oh, I see you're having some graphical issues with the MRLS. I think there's a way to get it to fix the turret, but still have the turret, at least, positioned in the right place.

Ask Jacko, I think he has it that way in his mod "Civil War".


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if you're making this for online you can use anything in spawn1.mix as a .shp source. (for whatever reason it won't be accessed from offline)

In this case you should use the non-turreted version of the MRLS found in spawn1.mix under the name sam2.

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