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> FS The Hills Have Eyes (2-6)
Rampastring
post Jan 1 2008, 02:06 PM
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Since I can edit my posts now, I've updated the download of the newest map version (1.2) to this post (It was in post #25 originally).

Here is my third map.

Size: 120x140
Players: 6
Mapper: ^Rampastein
Lighting: Bright "golden", will change to dark red after some time of gameplay.
Tiberium amount: Medium

The civilians in the area are annoyed of the war and of the battles in the area, and have warned the commanders that if they kill too many of the civilians they should start digging graves for their soldiers.

It's the end of summer in this map, and the night is coming while the players are building their bases and fighting in the area.

After some time the night comes, and there is a beautiful red glow in the sky.

This map's lighting will start going darker and more red while playing, but it doesn't have a day/night loop.

Day will last long, then it starts getting darker quickly, then it comes red, and after a long time it becomes even darker and the red glow in the sky gets stronger, making the ground red too.

This map has the following keys in the AI section.

Paranoid=no ; To make sure the AI players don't ally with the civilians.
ComputerBaseDefenseResponse=8 ; To make sure that the civilians will get some damage if they attack an AI player's base or harvesters.

So, this map is a free-for-all map.

Screenshots:

Attached Image

**Day**

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**Afternoon**



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**Late afternoon**



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**Early night**



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**Late night**



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Attached File  The_Hills_Have_Eyes_120.zip ( 250.06K ) Number of downloads: 393


This post has been edited by ^Rampastein: Jul 3 2008, 11:23 AM


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Rampastring
post Jan 2 2008, 01:09 PM
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Emm.. Sorry for the small bump guys, but I worked this map for 1,5 weeks and about 4 hours in a day, and I haven't got any comments yet..

I did this because I think you didn't notice this release, since the amount of views is about 30 and the download count is only 3, although I got positive comments in the WIP thread. And about half of the 30 views are mine.

-.-'

Btw, about the map's AI: In some tests I got completely owned by the AI, in some other tests it brought a good challenge and in some tests it didn't do anything. I don't know how to improve it, so any ideas are welcome.

This post has been edited by ^Rampastein: Jan 2 2008, 01:12 PM


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Aro
post Jan 2 2008, 02:02 PM
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I've not commented, cause I've not even noticed this thread. Anyway, yeah. Judging from the mini-map, It does look good, much better than all of your previous maps too. Anyway, the only issues I can see and point out to you at the moment (Being as I can't actualy play the map) are:

- Blocky shores, easily fixable.
- Tiberium on the grass (Doesn't matter to be fair, but some people take it like "It killz teh grarz!")
- The Pitch black building lighting. I Know it's hard to fix, but it can be done.
- Some small plain areas that could be filled with more detail.

Well, I'm afraid that's all I can do for you right now. Lack of a working TS Is kind of a set-back.
Nice one though, It's got a very strange WW Map feel to it.
Overall from what I can see at the moment, I'll rate it a 3 / 5


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Crimsonum
post Jan 2 2008, 02:08 PM
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The map layout looks good, but the lightning could be improved. Why does it turn red in the middle of a night?
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Rampastring
post Jan 2 2008, 04:35 PM
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QUOTE
- Blocky shores, easily fixable.


Hm, yeah, I could improve those for version 1.1...

QUOTE
- Tiberium on the grass (Doesn't matter to be fair, but some people take it like "It killz teh grarz!")

But I don't take it like that =P
QUOTE
- The Pitch black building lighting. I Know it's hard to fix, but it can be done.

It isn't even nearly as black as it was in the original screenshots at the WIP thread, though I think I could improve that by raising the ExtraBuildingLight etc. in the map.
QUOTE
- Some small plain areas that could be filled with more detail.

Haven't really found any, as player starting locations and tiberium fields need to be a bit clear.
QUOTE
Overall from what I can see at the moment, I'll rate it a 3 / 5

Only 3/5 confused.gif Hm, if you get your TS working, a full review would be nice. Afterall, this map has much stuff you can't see from the minimap or from the screenshots, like the civilians etc.
QUOTE
The map layout looks good, but the lightning could be improved. Why does it turn red in the middle of a night?

Well, at least here, sometimes at summer we have a beautiful, red glow in the sky while the sun is "going away". (Don't know how to say it better in English) Sometimes at the summer the glow can last almost the whole night. I wanted to make this kind of feel to the map, so that's why.

Btw, I would love comments about the civilians, about a third of this map's work were put to those scripts, taskforces, triggers, teamtypes etc.

This post has been edited by ^Rampastein: Jan 2 2008, 05:07 PM


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Rampastring
post Jan 4 2008, 09:28 AM
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Is this place getting inactive? This map got released multiple days ago and I haven't got any ingame comments.

Well, anyway, here is version 1.1


QUOTE
; Changes from 1.0
; Some cliffs have extra lighting
; Added blue light posts to the blue tiberium fields
; Shores look better
; CIV3 uses 120mmx instead of LaserFire
; Some civilian script fixes so they don't shoot AI Players' harvesters anymore. This was done because the AI Players didn't always understand to shoot back.


Download has been updated to the first post.

New Minimap:

The Shore improvement is hard to see from this minimap, but it's very noticable ingame.
Attached Image

This post has been edited by ^Rampastein: Jul 12 2008, 10:22 AM


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Tartan Bunny
post Jan 4 2008, 10:28 AM
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A nice quality map, with great subtle lighting. Good work commander.


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Aro
post Jan 4 2008, 11:06 AM
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I've got my Tiberian Sun working, I'll have you an In-game review as soon as possible, alright? smile.gif


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Tiberian Sun: UMP
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"Aro for Dictator!" - Droke
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"He's referred to as The Aro because he really is that f*cking awesome!" - Fenring
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Rampastring
post Jan 4 2008, 11:24 AM
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QUOTE (Tartan Bunny @ Jan 4 2008, 12:28 PM) *
A nice quality map, with great subtle lighting. Good work commander.


Thanks smile.gif

QUOTE
I've got my Tiberian Sun working, I'll have you an In-game review as soon as possible, alright?


Sounds good.. roll.gif


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SeekSomethingNew
post Jan 4 2008, 11:30 AM
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Rampastein sir, seems you have a talent for things related to TS, finding info on WaveClass errors, making awesome maps wink1.gif

This post has been edited by TSHyper: Jan 4 2008, 11:30 AM


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Rampastring
post Jan 4 2008, 01:43 PM
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Heh, thanks, I started TS mapping/modding and active playing a year ago.

Before that, I liked RA2 more and I was doing maps for it. Homever, soon I noticed how TS and RA1 are much better than RA2 and started playing and modding them instead.

I, however, likely won't remain with TS for too long, as I just got Civilization IV: Complete and other stuff for christmas presents, and I'm really interested of Visual Basic.

This post has been edited by ^Rampastein: Jan 4 2008, 01:44 PM


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SeekSomethingNew
post Jan 4 2008, 01:45 PM
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Just because you got another game, dont mean you have to leave the community or stop playing it.

I go though at least 10 games a day, Unreal, GTA, WWE and so on. Not to mention coding for HP, researching for HP, loads of things...


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Rampastring
post Jan 4 2008, 02:34 PM
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Well, yeah, you're right, but there are also other reasons.
Like, I don't have an own computer here, and our computers are often occupied by my brothers, and because of that I don't have much time to play multiple games in a day.

Also, the WaveClass error is annoying me more from day to day, since it's a very critical problem in LAN and because of that my friends don't want to play TS.

I sure won't just quit TS suddenly, I will continue playing it for a few years, but not as much as I currently do.

But, let's cut this off-topicness now wink1.gif


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SeekSomethingNew
post Jan 4 2008, 02:46 PM
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VK has found what is causing the WaveClass error, so dont worry there.

About a computer, save up. I got my first computer from a boot fair when i was 10, before that i used my uncles system he left, what i was not always allowed to go on.

But yea, nice map tongue.gif


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Rampastring
post Jan 4 2008, 03:16 PM
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Hmm, about the map: Should the lighting change be a bit slower?

The problem I have is, that while playing against 5 normal Tiberian Sun's AI level 2 opponents, the final lighting came just in time when there were only me and 1 AI player left, and I was already marching to it's base with 25 Titans =P

However, while playing against my personal mod's AI, it always changes when everyone has hundreds of kills and no-one is dead yet. (Sometimes 1 opponent can be losing his base while the final lighting comes)..

So, should I make it longer? unsure.gif

QUOTE (TSHyper @ Jan 4 2008, 04:46 PM) *
About a computer, save up. I got my first computer from a boot fair when i was 10, before that i used my uncles system he left, what i was not always allowed to go on.


Well, I would have about 700€ for a computer, but I'd rather save as long as I don't need to move away from here. So, for about 8 years ^^' (expect, for example, sometimes I've given about 15€ for my brother to buy a game, but I get 15€ back quickly from school tests, in our family we get money for getting good ranks in school)


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Aro
post Jan 10 2008, 10:19 AM
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I Did promise you I'd get you a full review at some point. Now because I never go back on my promises, Here it is (as promised). tongue.gif

Detail : 7 / 10 - It wasn't bad actually, you're best detailing yet. The only major issues that I saw was that slopes are a little bit blocky, and that the same LAT tile is used too much one one place. However, using the sand around the dirtroads was a nice touch, thumbs up on that one.

Layout : 7 / 10 - Again, It wasn't bad. I'm liking the use of water to seperate the positions used here, It works effectively. I'll tell you what though, the layout may be good, but the AI was a pain pain in the ass too attack on this map. It didn't attack me, It just left all of it's forces in its base and everytime I attacked them, my armies got battered. wacko.gif

Lighting : 8 / 10 - You seem to like being adventurous with the lighting, which is never a bad thing, the different day-night loop lightings looked good to me, apart from that horrible pitch black building lighting (Yeah, Pitch black may be a bit of an over exaduration).

Triggers : 5 / 10 - Good to see a day-night loop. You could've added some extra triggers to improve the game-play. hmm.gif Something like meteors would've been a nice touch.

Overall : 7.5 / 10 - I woudln't say spotlight worthy, but deffinately a contender for the massive map pack. I Had fun on this one, despite the fact the AI was just boring and didn't move (Unless the AI was in the bottom right possition). Some more triggers could be added, and a little bit of spicing up on the detailing, and you'll have yourself a nice map here.

Good Job, Keep it up. wink2.gif


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Aro - Leader of Twisted Insurrection and Evolution.

Tiberian Sun: UMP
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"Aro is OP." - TiberianFuture
"Aro for Dictator!" - Droke
"Aro for President!" - CL4ymOr3
"You're Aro, you always win." - daTS
"He's referred to as The Aro because he really is that f*cking awesome!" - Fenring
"Only members of the A.R.O. Society are allowed to use :WAT and related terms (TAW:, :BIGV, etc.)." - Crimsonum
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Rampastring
post Jan 10 2008, 12:34 PM
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A review! Yay!

QUOTE (Aro @ Jan 10 2008, 12:19 PM) *
Detail : 7 / 10 - It wasn't bad actually, you're best detailing yet. The only major issues that I saw was that slopes are a little bit blocky, and that the same LAT tile is used too much one one place. However, using the sand around the dirtroads was a nice touch, thumbs up on that one.


Blocky slopes.. Hmm..

About the LAT tiles: There were some areas were certain LAT was used a bit too much, but if you noticed, the green lat around the rivers is meant to be there (like the sand around the dirtroads), since rivers are usually vegetated.

I didn't await for you to notice the sand around the dirtroads.. Thanks, I did it because dirt roads usually have a bit of sand next to them.

QUOTE (Aro @ Jan 10 2008, 12:19 PM) *
Layout : 7 / 10 - Again, It wasn't bad. I'm liking the use of water to seperate the positions used here, It works effectively. I'll tell you what though, the layout may be good, but the AI was a pain pain in the ass too attack on this map. It didn't attack me, It just left all of it's forces in its base and everytime I attacked them, my armies got battered. wacko.gif


I noticed the same problem with the AI. It attacked rarely, and just built about 200 units to it's base. After it had built those 200, it still collected tiberium, but it didn't build anything. confused.gif

I had to use some really funny tactics to beat the AI, like building a second base close to them, building an EMP cannon, shooting them with it and then rushing them with 50 Titans and with the support of 10 juggernauts and lots of Hovers.

However, since Absturz's site about TS's AI is down, I really didn't know how to make it aggressive.

QUOTE (Aro @ Jan 10 2008, 12:19 PM) *
Lighting : 8 / 10 - You seem to like being adventurous with the lighting, which is never a bad thing, the different day-night loop lightings looked good to me, apart from that horrible pitch black building lighting (Yeah, Pitch black may be a bit of an over exaduration).


It never had a day - night loop, it's just a normal time of day change. And yes, that "pitch black" goes a bit over.

QUOTE (Aro @ Jan 10 2008, 12:19 PM) *
Triggers : 5 / 10 - Good to see a day-night loop. You could've added some extra triggers to improve the game-play. hmm.gif Something like meteors would've been a nice touch.


Emm... Extra Triggers? It already has dozens! And a lot of Civilian stuff.. and yes, I thought about meteor strikes too, but the area is a one with a large amount of population, so meteor strikes wouldn't really fit to the map. Also, I ran out of waypoints.


Hm, no comments about the civilians.. although I worked hard for those -.-'

QUOTE (Aro @ Jan 10 2008, 12:19 PM) *
Overall : 7.5 / 10 - I woudln't say spotlight worthy, but deffinately a contender for the massive map pack. I Had fun on this one, despite the fact the AI was just boring and didn't move (Unless the AI was in the bottom right possition). Some more triggers could be added, and a little bit of spicing up on the detailing, and you'll have yourself a nice map here.


Thanks for the review. Without your review this massive amount of work would've got really ignored.

Now I just need comments about the civilians...

QUOTE (Aro @ Jan 10 2008, 12:19 PM) *
Good Job, Keep it up. wink2.gif


Will do, I have a small 4-player snow map in the works atm ^^

It will have a really cold feeling.. so cold feeling that you will have cold while you play it =P

Well, I'm aiming for a cold feeling, but it's also going to be a night map and I have the same problem as I had with Hiding in the Trees: The blockiness of the light. I simply don't know how to make it look good in dark snow maps confused.gif

Zomg, I've never wrote this much of text to a post before.. Btw, can you edit your posts in the "Idonia River" thread? I can't edit my posts here for longer than 30 mins, even though you seem to be able to do so.. And, congrats for 999 posts ^^'

EDIT: I just changed AutocreateTime to 2 and some minimum/maximum AI defensive team keys in Rules.ini and the AI is now much more aggressive... this might mean a new version. Btw, would fixing the AI make this map spotlight worthy? (Sorry, but this is important for me =P)

This post has been edited by ^Rampastein: Jan 10 2008, 06:37 PM


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Team Black
post Apr 14 2008, 09:46 PM
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WOW

sorry it took so long to spot this map..

This map has a lot of good eye candy and good lighting, nice layout, I also like the day/night thing you did with it.

My biggest problem with this map are the overpowered civilians. It's one thing to make them a small harassment, but anything more than that is straight annoying to the gameplay.

1. The AI attacks civilians as if they were a player
2. Your units will not auto attack the neutral house. I got very sick of having laser-cars go to the middle of my base unchallenged and then unloading all sorts of super-missile infantry all over the place.
3. These civilians here are straight overpowered. They're everywhere, killing everything.. a pickup killed my mammoth MK2! I don't even want to start on the superheavy obelisk-of-darknesses all around.
It makes it very annoying to try and scout, and attack, then have your army die by a few railgun-carrying civilians

Take away the fighting civilians, and you've got a spotlight wink1.gif
Keep some SAM and some small outposts, but please get rid of the major stuff

This post has been edited by Team Black: Apr 14 2008, 09:49 PM


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Rampastring
post Apr 15 2008, 02:46 PM
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Heh, nice bump there.. although I think it's ok since I wanted more comments for this map. Btw, could update the link in the first post to 1.1?

You can find version 1.1 from post #6.

QUOTE (Team Black @ Apr 15 2008, 12:46 AM) *
WOW

sorry it took so long to spot this map..

This map has a lot of good eye candy and good lighting, nice layout, I also like the day/night thing you did with it.


I also think I succeed quite well here.

QUOTE (Team Black @ Apr 15 2008, 12:46 AM) *
My biggest problem with this map are the overpowered civilians. It's one thing to make them a small harassment, but anything more than that is straight annoying to the gameplay.

1. The AI attacks civilians as if they were a player
2. Your units will not auto attack the neutral house. I got very sick of having laser-cars go to the middle of my base unchallenged and then unloading all sorts of super-missile infantry all over the place.
3. These civilians here are straight overpowered. They're everywhere, killing everything.. a pickup killed my mammoth MK2! I don't even want to start on the superheavy obelisk-of-darknesses all around.
It makes it very annoying to try and scout, and attack, then have your army die by a few railgun-carrying civilians


Mmm, the original idea (the fighting civilians, not the layout or anything other things in this map) was taken from the RA1 map "The Hills Have Eyes", which had über fighting civilians around attacking everyone =P

The map was quite fun, since your units automatically attacked the civilians (although in rare cases they could destroy your whole base, which wasn't that fun).

However, the way TS handles the Neutral house made the idea quite boring and annoying, like you said.

1. This is a good and a bad thing at the same time. While the AI attacks the civilians, they don't attack other players, but they also don't get killed by the civilians. Also, at least I sometimes attacked the cities just because of the loaded trucks (crates!) there, and it was interesting to see the AI attack them too.

2. Did you download version 1.0 from the first post or version 1.1 from some posts below the first one? (this is a very important thing.. In version 1.1 the civilians' behaviour is much better compared to 1.0. For example, they attack only base defenses, since base defenses shoot back automatically, the civilians have been made weaker and some other scripts were fixed.)

3. That was the original idea!.. But the way TS handles houses made it a bit annoying. The cities are quite easy to deal with though.

QUOTE (Team Black @ Apr 15 2008, 12:46 AM) *
Take away the fighting civilians, and you've got a spotlight wink1.gif
Keep some SAM and some small outposts, but please get rid of the major stuff


I'm not sure if I will update the map this late.. It's 3½ months old and doesn't fit well into my current style.

I will do so if some other mappers think the same though.. I think you quite can't decide on the spotlight by yourself.

There is also a thing I hate in this map: The poor performance. When the "late night" stage comes, dozens of lightposts activate and the map becomes really heavy. confused.gif

(My new computer has stuff like Athlon 64 X2 4200+, 2 GB RAM, an about two year old Radeon card etc., and the game starts slowing down with my personal mod's AI (much heavier and better than the original TS one) and 6 players while I play this map.)

This post has been edited by ^Rampastein: Apr 15 2008, 02:49 PM


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Team Black
post Apr 15 2008, 03:44 PM
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I did download the latest version..
I'm going to have to talk to DVD or Python about the editing posts thing, it's doing more harm than good, and us moderators can't keep making edits every time people need em (even now I'm short on time)

I tell you what, I might make the changes myself, ad re-submit the map.
I like this map a lot, except for the civlian thing.


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Rampastring
post Apr 16 2008, 10:25 AM
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QUOTE (Team Black @ Apr 15 2008, 06:44 PM) *
I did download the latest version..
I'm going to have to talk to DVD or Python about the editing posts thing, it's doing more harm than good, and us moderators can't keep making edits every time people need em (even now I'm short on time)


Sounds good.

QUOTE (Team Black @ Apr 15 2008, 06:44 PM) *
I tell you what, I might make the changes myself, ad re-submit the map.
I like this map a lot, except for the civlian thing.


You can do so.. as long as you call it your version of the map and credit me for the original one.

Btw, if you're interested, could you make the AI a bit more aggressive at the same time?

This post has been edited by ^Rampastein: Apr 16 2008, 03:18 PM


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Ixith
post Apr 16 2008, 10:50 AM
Post #22


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QUOTE (Team Black @ Apr 15 2008, 11:44 AM) *
I tell you what, I might make the changes myself, ad re-submit the map.


If you do that then I am against the spotlighting of this map.


as to ^Ramp, sorry I haven't played this map yet. Maybe I will soon now that it was brought to my attention again.


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Rampastring
post Apr 18 2008, 12:45 PM
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Hmm, I've been thinking of updating this map.

I just played it for about 30 minutes until I got a WaveClass error, and I noticed some things that could be better.

So, I'm working on version 1.2.

Here is the changelog:

QUOTE
- More detailed terrain (IMO it is too flat atm, I won't be changing it much, but a little)
- Removed the random civilian attacks (they still will revenge you if you go and destroy their cities!)
- Removed the GDI and Nod vehicles and equipment for the civilians and replaced with civilian stuff (It was like this in the original RA1 map, and it's better that way)
- "Redesigned" the civilian base in the center of the map: it will no longer have GDI/Nod structures (expect for the construction yard; it's a good reward for destroying the civilians) or any other things belonging to GDI or Nod (I will try to replace them with civilian stuff, but the base will be easier to destroy). It will also be less fortress-like.
- Removed the Obelisks of Darkness (They aren't near the chokepoints, they have no purpose.. I'm not sure why I originally put those into the map..)
- Some bugfixes and possible lighting changes


Comments are welcome.

This post has been edited by ^Rampastein: Apr 18 2008, 12:48 PM


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CommanderSpartan
post Apr 18 2008, 06:06 PM
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It would be fun if the civs made themsevles after they died.


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Rampastring
post Apr 26 2008, 08:53 AM
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Here is version 1.2 I announced about a week ago.

It will be the last update for this map, since I'm busy with a new map and I think everything is like it should.

Full changelog:

QUOTE
; Removed all CIV2's (equipped with DEFOB) from the civilian taskforces
; Reworked the civilian base
; The lighting in the blue tiberium fields is now much stronger
; Added weak green light to the small tiberium fields (to the ones between the players)
; Now the civilians start their first attacks after 2000 seconds have been elapsed and 5 civilians have been killed.
; The AI is now more aggressive. (not entirely tested, but I'm quite sure it is)
; Removed all the Nod and GDI units/structures from the civilians (expect for the Con. yard and the tib. refinery)
; Removed the continous civilian attacks (all the non-repeating attacks are still there)
; The civilian attacks are now weaker
; The reactional vehicle's strength has been halfed.
; Some minor terrain detail changes
; Removed the Obelisks of Darkness


Have fun wink1.gif

Download has been updated to the first post.

This post has been edited by ^Rampastein: Jul 12 2008, 10:23 AM


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Nod Strike
post Apr 26 2008, 09:20 PM
Post #26


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Look awesome. I should download it.

And TB, I agree, the edit button HAS to come back.


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Arsenal 121
post Apr 28 2008, 04:34 AM
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Question: I'm running a modified version of SMIFFGIG's Tiberian Sun: Retro mod (I've been playing with it and changing a few things.) Would that affect the map in any way?

Also, how do I install and run custom maps into TS?

Finally, would the fact that I'm using C&C: The First Decade affect things in any way?


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Rampastring
post Apr 28 2008, 12:02 PM
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QUOTE (Arsenal 121 @ Apr 28 2008, 07:34 AM) *
Question: I'm running a modified version of SMIFFGIG's Tiberian Sun: Retro mod (I've been playing with it and changing a few things.) Would that affect the map in any way?


No idea, since I haven't played Retro and I don't know what it contains... although I'm quite sure that if you manage to get into the game without receiving an internal error, the map will work like it should.

QUOTE (Arsenal 121 @ Apr 28 2008, 07:34 AM) *
Also, how do I install and run custom maps into TS?


You download the ZIP package the map is in and extract it to the TS folder. After that the map should be visible in the Multiplayer map list. (Also, if you know how, I recommend that you place the maps in a expandXX.mix file. Using the method I described can cause slowdowns while starting the game.)

QUOTE (Arsenal 121 @ Apr 28 2008, 07:34 AM) *
Finally, would the fact that I'm using C&C: The First Decade affect things in any way?


No. Actually, I'm an user of TFD, too.

This post has been edited by ^Rampastein: Apr 28 2008, 06:11 PM


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Arsenal 121
post Apr 28 2008, 11:56 PM
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How do you place the files into the expandXX.mix file?


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"The soldier who has died due to the failure of his officer is a crime before God. Study hard, young lieutenant. Prepare yourself well. Burn the midnight oil so that in your old age you shall not look down at your hands to find his blood red upon them." - Gen George S. Patton

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Rampastring
post Apr 29 2008, 06:06 PM
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Well, I'm not sure if I can explain it clearly enough, but I'll try.

First, download and install XCC Utilities. (required for making MIX files). Before proceeding further, read some tutorials on how to use XCC Mixer from the XCC Utilities' website.

Also, read this tutorial.

Then create a new text file named "multiXX.pkt", where XX is a number between 02 and 99. (Do not use 01 since it's used by the Firestorm expansion)

Then add the map's name to the MultiMaps section of the file (create a one.. for this tutorial we'll use TheHillsHaveEyes) and add the map's info to the file. (Look at the Firestorm expansion multi01.pkt file's structure for how to do this. You can find the multi01.pkt file from expand01.mix.)

Once you're done with writing the map's info to the multiXX.pkt file, open XCC MIX Editor. (Start -> All programs -> XCC -> MIX Editor)

Create a new mix file named "expandXX.mix" where XX is the same number as you had in the multixx.pkt file and insert the multixx.pkt file to the new MIX file. Then click on "Save".

Then, download the map and extract it to the TS folder. After you've extracted it, rename the file "The Hills Have Eyes.mpr" to "TheHillsHaveEyes.map" (it MUST match the name in the multixx.pkt file). After this, insert the map file to multi.mix.

After this, delete the multixx.pkt file from the game's direcotry and you're done!


Yes, I know I explained it quite badly, but if you can't get how to do it after reading this tutorial, I recommend that you simply extract the map to the TS folder and let it be there. The slowdown isn't a serious deal at all unless you have an old computer and you have dozens of maps in the TS folder.

This post has been edited by ^Rampastein: Apr 29 2008, 06:07 PM


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