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> The Heat (WIP and Beta download).
Tore
post May 6 2007, 10:40 AM
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From: Moelv/furnes in Norway
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Favorite game: Tiberian Dawn



This Is my new map.

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The Heat.

QUOTE (Readme)
The Heat, by Tore.

Email: svendsentore@hotmail.com

Instructions

To play the map you must put it in your Command & Conquer 1 folder, and you will find it under “New Missions”. If you don’t have Covert operations the zip file also includes a savegame.

Objective.

Commander, there is a Nod base in the area that need reinforcements now!
GDI has a large base in the area and the civilians are loyal to them.

Objective 1) Destroy the samsites in the village.
Objective 2) Destroy all GDI forces in the area and the civilians too.


Thanks to Crash-King for being beta tester.


Screenshots.

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Beta download.
Attached File  The_Heat_Beta.zip ( 32.07K ) Number of downloads: 379

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This post has been edited by Tore: May 6 2007, 11:06 AM


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Tore
post May 6 2007, 07:26 PM
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From: Moelv/furnes in Norway
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Favorite game: Tiberian Dawn



Any more comments, ratings etc.?


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Lin Kuei Ominae
post May 6 2007, 08:35 PM
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The design looks good and has a nice amount of enemys.

But the cliffs need some work
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and here the darker ground
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i also found this trigger
air=Destroyed,Airstrike,0,None,,1
i dont know if it works this way too, but i would recommend to add a second None
air=Destroyed,Airstrike,0,None,None,1

i also doubt that this works. you should rename the second
auto10=Time,Create Team,280,GoodGuy,auto10,1
auto10=Time,Create Team,290,GoodGuy,auto10,1

teamtypes
there you use this sequence for nearly all teams that should be created by the autocreate trigger
0,0,0,1,0,15,0,0,0
i recently found out that the number after the 15 really effects if this team is build (the number of times it is build; this stands in ccwmap too) by the ai with the autocreate trigger or not, so i would recommend to make it this way
0,0,0,1,0,15,1,0,0
the fact that the ai still builds some teams is because the Create Team trigger overrides this and really forces the AI to build a certain team.

auto8=GoodGuy,0,0,0,1,0,15,0,0,0,3,MTNK:1,HTNK:1,HTNK:1,2,Move:10,Attack Units:50,0,1
why you have there HTNK:1 twice? HTNK:2 should also do it, and maybe better.

auto10=GoodGuy,1,0,0,0,0,15,0,0,0,1,TRAN:1,4,Move:12,Unload:12,Move:16,Attack Base:50,0,0
and why does a Helitrans should try to attack or unload without any passengers?

And a tip
You have there a nice little plateau in the north eastern edge. Why dont you place there a second GDI Conyard and some other stuff like Helipads. This could make the game a little more harder, if the player has to save his Helipads for the final attack.

Oh and thanks for the hidden money crate dance.gif

This post has been edited by Lin Kuei Ominae: May 6 2007, 08:59 PM


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Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
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