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> Nomad, Yes, another WIP! :P
Daroach
post Jul 10 2011, 11:05 AM
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Since the mostpart the form has been quiet, I did some mapping over the holidays, and this what I came up with...

Nomad (2-4): Based off a map from Age of Mythology, The point of the map is to be a East vs. West style game, with a firestorm section through the middle. As I said, it is a WIP, so the firestorm doesn't work, but i've sort of finished the East side player locations. Also I need help with triggers, so I might post them up later.

Pics:
1:City area + minimap.
2:Civ armory.
3:Player 1 location.
4:Villige destroied.
5: "


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Daroach
post Jul 14 2011, 10:02 AM
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Updates: Fixed trigger that revealed array. Added more to both sides. Also has fixed ion storm start.

Pics:
1-Player 3 location, which is unfinished.
2-Array to west side, as I thought it wasn't fair that one side gets radar, and the other side don't.
3-New bridge area.
4-New cliffs.
5-More new cliffs, covering the firestorm power.
6-Minimap.

That's all for now, but any criticism wold be great, thanks.

This post has been edited by Daroach: Jul 14 2011, 04:19 PM


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Devastator
post Jul 14 2011, 10:08 PM
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Okay looking map right there. I'll give you that. Since this is WIP I'll give criticism to the finished areas.

#1: The base area isn't too plain but needs a little more terrain and slopes.
#2: The array area is definately plain.
#3: I'm liking that firestorm wall area, but it should have a little more varied terrain and slopes in the surrounding area.
#4: I see some celltags (celltag = trigger which may be good) and you didn't but tiberium on slopes.
#5: Hmm the Firestorm Wall surrounds the whole map. This is a problem when building multiple aircraft when no helipads are near since they have to come from off the map. It'll definately affect the AI but not a smart-enough human.

Not bad Daroach (or Cat-a-strobic-DJ, It's Devastator/Ionizer)


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Daroach
post Jul 15 2011, 07:55 AM
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QUOTE (Pepsi @ Jul 14 2011, 11:08 PM) *
#1: The base area isn't too plain but needs a little more terrain and slopes.
#2: The array area is definately plain.
#3: I'm liking that firestorm wall area, but it should have a little more varied terrain and slopes in the surrounding area.
#4: I see some celltags (celltag = trigger which may be good) and you didn't but tiberium on slopes.
#5: Hmm the Firestorm Wall surrounds the whole map. This is a problem when building multiple aircraft when no helipads are near since they have to come from off the map. It'll definately affect the AI but not a smart-enough human.

To answer your criticism:
1>If your talking about the first player area, then I didn't want to over do it, but if its about the player three area, then fair enough.
2>As I said earlier (I think), the west side is being worked on a lot, as I mostly did the East side. ( I also, like point 2, did not want to over do it.)
3>The point of it was to be sort of an artificial creation, rather than based on a real life situation.
4>Thank you, there are some triggers, but they will be quite basic, but enough.
5>Well then build more helipads. roll.gif

QUOTE (Pepsi @ Jul 14 2011, 11:08 PM) *
Not bad Daroach (or Cat-a-strobic-DJ, It's Devastator/Ionizer)

Yes, I know. tongue.gif


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Daroach
post Jul 16 2011, 09:10 PM
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Updates:Ion storm fixed. Even new cliff areas.

Pictures:
1}New cliff areas.
2} "
3}Array West is now redone.
4}Minimap.

Also, I fixed Ion storm lighting, but this was before I fixed the "Ion storm end trigger", so this happened after a few minutes! tongue.gif [Last two pics.] This won't happen in the final product, of course...

EDIT:Just now added new Ion storm pic.

This post has been edited by Daroach: Jul 16 2011, 09:16 PM


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Daroach
post Aug 2 2011, 10:13 AM
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Sorry for the triple post, but there is a small update.

New Evac trigger, which will be good. Also some subtle changes like adding more LAT tiles and such. Also, does any one know how to remove a script from the map, like a day-night loop.

Pictures=EDIT2: Are now "not" in reverse order.
1=Trigger in progress.
Attached Image
2=Detailing and minimap.
Attached Image
3= " " "

This post has been edited by Daroach: Aug 19 2011, 10:01 PM
Attached image(s)
Attached Image
 


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Devastator
post Aug 2 2011, 09:07 PM
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I don't think I know the answer to your question and the people who do know aren't around much anymore. So unless you have a PPM account, just take from other member's maps or even Westwood's. You'll understand how it works if you do it enough.


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Daroach
post Aug 3 2011, 08:38 AM
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QUOTE (Pepsi @ Aug 2 2011, 10:07 PM) *
I don't think I know the answer to your question and the people who do know aren't around much anymore. So unless you have a PPM account, just take from other member's maps or even Westwood's. You'll understand how it works if you do it enough.

Sorry, I don't think I made myself clear, I'm trying to remove something, not add. I want to remove a day-night loop which is wrecking the ion storm colours [starting very early in game and making every thing really dark.]


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Team Black
post Aug 11 2011, 03:28 AM
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the map looks good so far. If you're going to use so many big pics, please use .jpg so the page loads up quicker


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Daroach
post Aug 13 2011, 08:40 PM
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QUOTE (Team Black @ Aug 11 2011, 04:28 AM) *
the map looks good so far. If you're going to use so many big pics, please use .jpg so the page loads up quicker

Thanks, I really appreciate that, especially from a pro like you. And I'll use .jpg for things like the minimap, the quality (or rather, lack of quality) though won't do, so ingamers will be in .png, though what will .tiff be like?

Any way, more small updates> The East area is finished for now, detail wise, still have to fix the radar trigger. Now the West side is now my concern.
1<Minimap
[Old map gone]
2<LAT Detaling
Attached Image
3<" "
Attached Image

This post has been edited by Daroach: Aug 19 2011, 09:57 PM


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Daroach
post Aug 15 2011, 01:43 PM
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Update:More detailing, added and edited triggers, New cliffs etc.

1@Minimap
[Old map gone]

2@After a trigger sprung (too late to see it happen)
Attached Image

3@New Cliffs.
Attached Image

There is also billboards [practising wordpad editing] and stuff. Though they are less noticeable, so they don't have individual pictures.

However, I have a question: What are Locals/Globals? And what do they do? Because the Firestorm "Barrier" will not activate.

(Oh, and my capture radar trigger doesn't work confused.gif , though that's for another post.)

This post has been edited by Daroach: Aug 19 2011, 09:53 PM


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Ixith
post Aug 15 2011, 09:37 PM
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QUOTE (Daroach @ Aug 15 2011, 09:43 AM) *
However, I have a question: What are Locals/Globals? And what do they do? Because the Firestorm "Barrier" will not activate.
(Oh, and my capture radar trigger doesn't work confused.gif , though that's for another post.)


Locals and globals are two different but similar things. Pretty much how they work is that, They are independent events which can be manipulated to spring multiple triggers. So an example would be something like:

Let's say you want 5 things to happen when you destroy a church but you want them to happen at different times thus they can't all be a part of a single trigger so it'll look something like this...

Local = Pissed off Believers

Trigger1= Church Destroyed
Event= Destroyed by anything
Action1 = 11 (text trigger) -> 215: Scrooge!
Action2 = Local is set -> Pissed off Believers

Trigger2= Pissed off Believers unite
Event= Local is set -> Pissed off believers
Event2= elapsed time -> 1000
Action= Reinforcement team -> Angry Mob at waypoint x

Trigger 3= God's Wraith
Event= Local is set -> Pissed of Believers
Event 2= Random delay -> 800
Action = Meteor shower at waypoint -> shower size 3 at waypoint z

and so on for whatever else you want to happen because of that single thing.
Day/night loops are pretty reliant on locals one for Day and another for Night and then each trigger sets the other ones local and clears it's own so that the can keep triggering each other. I have a few examples of locals in work on my maps as i'm sure others do. Though to really gather a good idea on locals you should check out SP maps as they tend to use them more. I know one FS mission uses like 50 some odd locals on it..which for a beginner with locals, might be a bit much to look at though lol.

Globals However were used by Westwood on the missions in which if you took the side mission and then you'd get one scenario but if you didnt take it you'd get put into a different scenario. For example...there's a GDI mission in which you can send the Ghost Stalker on a train on the edge of the map and if you do you get to do a mission where you destroy an underground Nod power plant facility to buy yourself some more time as it temporarily knocks out power to the Nod base in the next mission. I'm pretty sure that was done through globals.
So locals are kind of situations within a single map while globals were merging situations from multiple maps. IIRC

as for your capture radar trigger thing...if you can give details about what you want on it and what not I could probably help there. I've been checking the forums a bit lately so I should answer you now. lol


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Daroach
post Aug 16 2011, 04:30 PM
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QUOTE (Ixith @ Aug 15 2011, 10:37 PM) *
Locals and globals are two different but similar things. Pretty much how they work is that, They are independent events which can be manipulated to spring multiple triggers.

So, they don't directly effect the map (as in, an individual trigger or an object), rather it is more of a description of an event which one can keep track of, when making multiple triggers.

Or have I got that wrong? confused.gif
QUOTE (Ixith @ Aug 15 2011, 10:37 PM) *
So an example would be something like:

Let's say you want 5 things to happen when you destroy a church but you want them to happen at different times thus they can't all be a part of a single trigger so it'll look something like this...

...and so on for whatever else you want to happen because of that single thing.
I have a few examples of locals in work on my maps as i'm sure others do. Though to really gather a good idea on locals you should check out SP maps as they tend to use them more. I know one FS mission uses like 50 some odd locals on it..which for a beginner with locals, might be a bit much to look at though lol.

Thanks for the example, I might want to keep that for later.

QUOTE (Ixith @ Aug 15 2011, 10:37 PM) *
So locals are kind of situations within a single map while globals were merging situations from multiple maps. IIRC

Thought so, as the clue is in the name! tongue.gif

QUOTE (Ixith @ Aug 15 2011, 10:37 PM) *
as for your capture radar trigger thing...if you can give details about what you want on it and what not I could probably help there. I've been checking the forums a bit lately so I should answer you now. lol

Thanks , in fact I'll get them later, but I've got something to to right now, so I will post them up later tomorrow.

EDIT: Just remembered, the firestrom wall doesn't work, so with the trigger problems, I will post them up too.

This post has been edited by Daroach: Aug 16 2011, 04:33 PM


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Ixith
post Aug 17 2011, 01:21 AM
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ahh well glad i could help somewhat.

...and no i'm not hiding anything... (don't ask)


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Daroach
post Aug 19 2011, 09:45 PM
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!Warning!
Large number of pics ahead!


QUOTE (Ixith @ Aug 17 2011, 02:21 AM) *
ahh well glad i could help somewhat.

Well, thats all right, thanks for the help.

Any way, here they are...
Firstly, what I wanteed from this one was to turn on the firestorm, as the Ion storm goes on.
Attached Image
Attached Image
Attached Image
Attached Image
Attached Image
Then this is when the storm is finiched and the fighting starts...
Attached Image
Attached Image
Attached Image
Attached Image
Attached Image
Attached Image
And this is one about capturing radar.
Attached Image
Attached Image
Attached Image
QUOTE (Ixith @ Aug 17 2011, 02:21 AM) *
...and no i'm not hiding anything... (don't ask)

confused1.gif


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Ixith
post Aug 20 2011, 12:59 AM
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Okay well for your Radar trigger. It looks good, I question why you have it set to repeating as I believe the way it's currently set it'd just keep firing a reveal all after it gets captured a single time. which isn't really a problem either unless you have the shroud regrowing on you.
So that leaves me to believe that you simply don't have the trigger attached to the building on the map. So go to the radar you want to fire the trigger when captured and double click on it, this should bring up the Structure Options. Now in that box go to the last thing available called Attached Tag, if it says None, then there's your problem it should have the Radar Used trigger there.

Now for your firestorm trigger set...
I'm confused on a few things here...
1-Are you wanting the firestorm to fire after the ion storm begins?
2-Or are you wanting it to fire after the fighting starts?
3-Is this for a neutral house on a multiplayer map or is it suppose to end up being a trigger for the player house on a SP map?

I ask #3 because of the action you are using in it called#34 add repeating superweapon. Which would pose the problem in that all that does is give a superweapon usage ability. Thus by giving the AI (and a neutral house AI at that) a superweapon, they just don't know what to do with it. So if you're wanting this on a MP map and for it to turn on pre-existing neutral owned firestorm sections you should instead use action #92 Turn Firestorm defense online and then use the dropdown box in the parameters and set it for Neutral.
**NOTE: a few actions in that 92-94 range are not normally shown in finalsun unless you have modified your Finalsun.ini or dled the modified one. If you do not have a modified one don't worry too much. You can still set the trigger but you have to type the action # into the selection box instead of finding it in the dropdown menu. It will also not show a parameter thing but the dropdown box in the parameter value will still list the houses.**
For an example you can take a look at my Perseco Terra map as it uses some firestorm walls which are activated until some stuff gets destroyed.

Now currently from what I see this is how your firestorm triggers will work out...
Map begins -> Instantly a VERY short ion storm will occur along with it Firestorm walls for the neutral house will turn on (once you change the action # that is) and a local will get set. -> The local allows the Fighting Starts trigger to go off 10 gameplay ticks later -> 2 text triggers go off and the local is cleared.

So if you want the firestorm to turn on at some point during the ionstorm then something like this needs to be made:

Trigger 1: Ion Storm
Event: Any Event (Ion storm will start at beginning of gameplay)
Action 1: Ion Storm Start -> 1000 (mainly because 10 is too short tongue.gif )
Action 2: Set Local -> Firestorm Defense Online

Trigger 2: Firestorm on
Event 1: Local is Set -> Firestorm Defense Online
Event 2: Elapsed time -> 250 (these events together will cause the firestorm to turn on 1/4 the way through the ionstorm)
Action 1: #92 Turn Firestorm Defense On -> Neutral (this will turn on ALL existing, neutrally owned, firestorm walls)

Now for fighting after the firestorm you could have something as simple as this IF it is indeed an ion storm from the start of the map for 1000 ticks...

Trigger 3: Fighting Start
Event: Elapsed Time -> 1001 (note it's 1 game tick longer than how long the ion storm will last. Thus the trigger will fire 1 game tick after the ion storm ends. If you want the ion storm to start in the middle of the map you'll need something a bit more complex)
Action 1: Text trigger -> whatever your number is for the text you want
Action 2: Whatever else it is you want..

as for the 'no i'm not hiding anything' comment i made. I was making a suspicious addition to that post concerning the fact I posted on your topic right after I posted my new map thus covering up my map from being the topic shown on the forum index.


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Daroach
post Aug 20 2011, 05:45 PM
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QUOTE (Ixith @ Aug 20 2011, 01:59 AM) *
Okay well for your Radar trigger. It looks good, I question why you have it set to repeating as I believe the way it's currently set it'd just keep firing a reveal all after it gets captured a single time. which isn't really a problem either unless you have the shroud regrowing on you.
So that leaves me to believe that you simply don't have the trigger attached to the building on the map. So go to the radar you want to fire the trigger when captured and double click on it, this should bring up the Structure Options. Now in that box go to the last thing available called Attached Tag, if it says None, then there's your problem it should have the Radar Used trigger there.

I thought (wrongly) that if the player captures it, but is captured by another player, than the trigger has been sprung, meaning it would only apply to the first player who found it.
And I have had the tag on the buildings, so I'll test it now and see if it still works.
[Proof]
Attached Image

QUOTE (Ixith @ Aug 20 2011, 01:59 AM) *
Now for your firestorm trigger set...
I'm confused on a few things here...
1-Are you wanting the firestorm to fire after the ion storm begins?
2-Or are you wanting it to fire after the fighting starts?
3-Is this for a neutral house on a multiplayer map or is it suppose to end up being a trigger for the player house on a SP map?

I ask #3 because of the action you are using in it called#34 add repeating superweapon. Which would pose the problem in that all that does is give a superweapon usage ability. Thus by giving the AI (and a neutral house AI at that) a superweapon, they just don't know what to do with it. So if you're wanting this on a MP map and for it to turn on pre-existing neutral owned firestorm sections you should instead use action #92 Turn Firestorm defense online and then use the dropdown box in the parameters and set it for Neutral.

I was hoping that as the map started, the ion storm and firestorm would spring, therefore splitting west/east so both would turn on eachother.

QUOTE (Ixith @ Aug 20 2011, 01:59 AM) *
**NOTE: a few actions in that 92-94 range are not normally shown in finalsun unless you have modified your Finalsun.ini or dled the modified one. If you do not have a modified one don't worry too much. You can still set the trigger but you have to type the action # into the selection box instead of finding it in the dropdown menu. It will also not show a parameter thing but the dropdown box in the parameter value will still list the houses.**

I don't have the edited finalsun.ini, but I dit what you said.
pic of what it looked like.
Attached Image

QUOTE (Ixith @ Aug 20 2011, 01:59 AM) *
Trigger 1: Ion Storm
Event: Any Event (Ion storm will start at beginning of gameplay)
Action 1: Ion Storm Start -> 1000 (mainly because 10 is too short tongue.gif )
Action 2: Set Local -> Firestorm Defense Online

I put it to 10 because the colours would be way too dark, as I put in the pic as debug setting.


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Daroach
post Aug 21 2011, 09:23 AM
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Just tested the map, and this happened:
Attached Image
Yep, no-one can see anything. This is why I set it at 10 for now to avoid this.

Apart from that everything went well, but the text triggers don't work confused.gif .
I might be able to finish this later, though right now the progress has been slow, so I might take a break.

And the radar trigger fails to spring, so I will find that out.


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Ixith
post Aug 21 2011, 01:23 PM
Post #19


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what confuses me is how the ion storm time effects your lighting. I mean I can understand if the Ion Storm lighting itself is way too dark...but the length of the ion storm should have no effect on how dark it is just how long the ion storm lasts.
With that in mind go to your lighting settings and make sure the Ion storm lighting values has an ambient above 0.40 and the color values have something in them instead of 0.0000.
Oh also you didn't do anything with the Ground Lighting did you? (Highly doubt this as it's hidden within the map itself and not accessible in finalsun.)

As for your Radar Trigger...i want you to test something. Instead of having the event parameters say Neutral type in -1 in the parameter values box.
As for Text triggers. I believe they don't work because you need an updated FSData.ini or you need to modify it as in the original they left out a certain value in the actions format in that file which prevents the Text trigger from properly setting up.

I believe this is the updated FSData.ini file Here.
If you replace your old FSData.ini file with that and then do the text trigger it should work then. If not I should be able to lead you through on how to get them to work another way.


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Daroach
post Aug 21 2011, 04:37 PM
Post #20


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QUOTE (Ixith @ Aug 21 2011, 02:23 PM) *
what confuses me is how the ion storm time effects your lighting. I mean I can understand if the Ion Storm lighting itself is way too dark...but the length of the ion storm should have no effect on how dark it is just how long the ion storm lasts.
With that in mind go to your lighting settings and make sure the Ion storm lighting values has an ambient above 0.40 and the color values have something in them instead of 0.0000.
Oh also you didn't do anything with the Ground Lighting did you? (Highly doubt this as it's hidden within the map itself and not accessible in finalsun.)

As I said earlier, I put in a day/night loop (which I want to remove), yet it only appears during the storm, not during the rest of the game. In fact when I put the storm on for 10 there was no change of lighting after the storm.
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QUOTE (Ixith @ Aug 21 2011, 02:23 PM) *
As for your Radar Trigger...i want you to test something. Instead of having the event parameters say Neutral type in -1 in the parameter values box.

Sorry, that's an old pic, though I did what you said anyway.

I'll test it again, but I'm doubting the changes will do anything different...


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Ixith
post Aug 21 2011, 10:04 PM
Post #21


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QUOTE (Daroach @ Aug 21 2011, 12:37 PM) *
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right there is probably your problem. Your Ion Ambient is EXTREMELY low. That would result in a map appearing VERY dark during an ion storm. It would perhaps mess up the normal lighting somehow or another but i doubt it.

Never go below ambient lighting values of 0.400000 unless your Color values exceed 1.00000 and even then I wouldn't go too much lower. Your current value is 0.005000 which is my guess as to why the screen goes black.
Level on the other hand is the opposite a lower level is more welcome in many cases in order to prevent blockiness in lighting.


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Daroach
post Aug 25 2011, 05:52 PM
Post #22


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Thanks for the advice, I did what you said and success! dance.gif Now this map is near completion. I don't have any screenshots, but I've done some practise games and it is looking good so far, just need to fix radar trigger, and maybe something else, though I don't know what.

I'll see if I can do some screen shots soon, then have it ready for download!

This will not be the last map I'll do, there are more in the pipe line, including that volcano one, but apart from that, not much will be in WIP topics. Instead they will be part of finished (or, if I am lucky, stoplighted lol.gif ) maps.


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Projects: Power & Ponies {Name Wip}, C&C Tiberian Sun: Setting, C&C: Europian Rampage [Generals mod] (Fomerly C&C Red Alert for RA2)
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Worker on:C&C: TS: Best of Beta
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