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'The Trojan Horse' (My SMMC-submission), No, it's not a trojan... |
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Apr 23 2007, 10:21 PM
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Flamethrower Infantry
Group: Members
Posts: 143
Joined: 21-October 06
From: The Netherlands
Member No.: 43
Alliance: GDI
Favorite game: Tiberian Sun
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Hello everybody, Well, seeing that the SMMC got cancelled, and I've been wanting to show this map for a very long time now, I'll just release it. I first have to say that it is far from perfect, i think. The map imo lacks in real fun, but maybe later I'll try to spice it up a little. But still expect it to stay this way, because the map is to complex to keep working on it while still having fun. Well the briefing and everything can be found in the text file, which is in the zipfile, but the objectives are: -Objective One: Get the explosives to the Train Station before sunrise. -Objective Two: Destroy all GDI forces. And, when you're working on objective one, you may not be spotted by GDI's main base. You also shouldn't cross the trainbridges, as they're booby-trapped. Anyway, you should just read the briefing and text file before playing
Nod_The_Trojan_Horse.zip ( 118.83K )
Number of downloads: 393
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Apr 23 2007, 10:30 PM
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Flamethrower Infantry
Group: Members
Posts: 143
Joined: 21-October 06
From: The Netherlands
Member No.: 43
Alliance: GDI
Favorite game: Tiberian Sun
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Well, basicly, your mission is to stuff a train full with explosives, then send it deep in the enemy base, and then let it go kaboom. Just like in the actual myth/story, only now the wooden horse is a train, and the soldiers are explosives.
But indeed I didn't explain the mission so here's the briefing (I'm not good at writing briefings):
For several times Nod attacks have been having trouble with penetrating through GDI defences in this area.Especially the Firestorm walls are causing difficulty. However we may have spotted a weak spot in their defences. Their base is still open for supllies from the civilian railway.The bridges are not defended by Firestorm Walls and are the only way in. The main problem is that GDI suspicion has lead to explosive traps placed on the bridges. That is why we have to take over the Railway Station. Bring the Truck with explosives to the Train Station. GDI may not suspect anything, so we cannot be spotted. At night there are no patrols. After you have brought the explosives and they are loaded into the train, we will target their Firestorm Generator. When the Firestorm defences are down, their base will be vulnerable and we will be able to destroy everything.
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Apr 24 2007, 01:40 AM
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Cyborg Reaper
Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27
Alliance: Nod
Favorite game: Tiberian Sun
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hmmm very interesting ill try to play this sometime soon.....probably wednesday though since i have another track meet tomorrow.
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My own Project: Tiberian Sun: Covert OperationsNewest map releases: Yelcraz Island (2-3), Lake Istelv (2-4), Tiberian Ring (2-4), Moonlit Waters of Esvia (2), Imminitas Terra (2), Christmas in the Village (2), A City Consumed (2-4), Crescent Isle (2), Velillian Islands (2-4), FS Hell's Crevice (2), Island of Mercanf (2-3), Perseco Terra (2), Kalistia Crestlands (2) ...project re-genesis has begun...
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Apr 24 2007, 06:20 AM
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Ghost Stalker
Group: Members
Posts: 1,282
Joined: 27-October 06
From: Norway
Member No.: 173
Alliance: Nod
Favorite game: Tiberian Sun
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This map is pwnage! It will be a tough fight if I have to compete with something like that. Nice work. Do you use local variables ? I did not spot one. You should learn them by the way.
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Perfection can never be achieved; it's merely approachable.
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Apr 26 2007, 05:39 AM
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Ghost Stalker
Group: Members
Posts: 1,282
Joined: 27-October 06
From: Norway
Member No.: 173
Alliance: Nod
Favorite game: Tiberian Sun
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Trigger work is good. To make it even better, get using local variables. They are ... well a switch. If you are going to give the player an objective: Destroy 2 power plants. Make a local for these, name the variabel (PP1). Make a trigger with the name "PP1 DESTROYED" Event is "destroyed by anything" (what-so-ever) Action is set local (PP1) Make another variabel (PP2), Make a trigger (PP2 DESTROYED) Same event. And action is Set local (PP2) Now, connect one powerplant to the first trigger, and another to the other trigger. Make another trigger. Call the trigger "All destroyed" make two events. One event: Local set (PP1) and the other: Local set (PP2) Action is win. This is a basic way to use those.
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Perfection can never be achieved; it's merely approachable.
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Jul 6 2007, 07:20 PM
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Core Defender
Group: Global Moderators
Posts: 2,841
Joined: 23-October 06
From: New York, U S of A
Member No.: 123
Alliance: GDI
Favorite game: Tiberian Sun
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BUMP! Wow, how did I miss this one? - it's marvelous totally ingenious. 20/10 (and all the other stuff I already said on PPM ) It's funny, there's a lot of similarities between this map and the one I was making for th SMMC (which still isn't done )
This post has been edited by Master Blackster: Jul 6 2007, 07:22 PM
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Jul 8 2007, 11:43 AM
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Flamethrower Infantry
Group: Members
Posts: 143
Joined: 21-October 06
From: The Netherlands
Member No.: 43
Alliance: GDI
Favorite game: Tiberian Sun
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Thank you. I like the fact that I got another comment on this map. This map hasn't been much fun to make, and when I released it I didn't get to much comments. So thank you very much . Anymore comments?
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Aug 16 2007, 01:34 AM
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Ghost Stalker
Group: Members
Posts: 1,282
Joined: 27-October 06
From: Norway
Member No.: 173
Alliance: Nod
Favorite game: Tiberian Sun
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I think this is the first spotlighted SP map ever! Congrats to Aurora for the first spotlighted SP map!! This gives me a need of making an SP public map like old days
This post has been edited by CrashKing: Aug 16 2007, 01:36 AM
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Perfection can never be achieved; it's merely approachable.
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