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City in Conflict (2-8), Not a World, but a city |
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Apr 19 2010, 04:33 PM
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Tick Tank
Group: Members
Posts: 690
Joined: 4-June 07
From: Finland
Member No.: 957
Alliance: Nod
Favorite game: Tiberian Sun
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The mapping spirit hit me again and I decided to do another map for DTA although I originally thought of retiring from mapping two years ago. Remake of my spotlighted TS map "City in Conflict" for DTA. Since I'm so lazy I'll just quote the original TS map's description instead of writing a new one: QUOTE Most of the players start from a large island covering the smaller islands, but they need to attack other players from the smaller islands. All the islands are connected to other islands with bridges.
Like in my previous maps, there are small amounts of tiberium next to the players, but the most of the tiberium is between the players. No triggers included, although the original map had plenty.. triggers aren't that important in multiplayer maps in my opinion (although I had fun creating some of the civilian self-defense triggers in the original map). Naval units are enabled for Enchanced Mode (without the "no build options in classic mode" bug which exists in Connexion and Delirious Island). I'm not sure if I should have placed more tunnels under the bridges, but I think the current ones are enough. Mini-Megamap:
DTACICminimega.PNG ( 719.95K )
Number of downloads: 2
CityinConflictDTA.zip ( 302.03K )
Number of downloads: 4By the way, while testing this map I noticed that Hovers can go over some shore cliffs and I also noticed one more serious bug with hovers (although I haven't tested if it's because of this map).
This post has been edited by ^Rampastein: Apr 21 2010, 01:27 PM
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Apr 20 2010, 02:12 PM
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Tick Tank
Group: Members
Posts: 690
Joined: 4-June 07
From: Finland
Member No.: 957
Alliance: Nod
Favorite game: Tiberian Sun
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QUOTE (Devastator @ Apr 20 2010, 12:11 AM) So even though we can download these maps, some of them may be in DTA 1.11? Yes, Bittah decides whether the map comes with the next version of DTA or not. Also, Bittah (if you read this), has there been any progress with fixing the freezes on some desert maps?
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Apr 25 2010, 11:32 PM
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Cyborg Commando
Group: Members
Posts: 1,695
Joined: 22-November 06
From: Birmingham, UK
Member No.: 314
Alliance: Nod
Favorite game: Tiberian Sun
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Those train tracks look strange while facing north and south, like someone has scribbled with a pencil.
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Aro - Leader of Twisted Insurrection and Evolution.Tiberian Sun: UMPTiberian Sun: Modding ToolsTiberian Sun: Mapping Tools"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 "To Aro, founder and leader of TI, the best public relations and mod manager, great friend, modder and mapper." - Lin Kuei Ominae
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Apr 30 2010, 06:51 PM
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Tick Tank
Group: Members
Posts: 690
Joined: 4-June 07
From: Finland
Member No.: 957
Alliance: Nod
Favorite game: Tiberian Sun
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QUOTE I just made a better preview for the map It seems that you've changed the building pallette? QUOTE *sighs* If DTA wasn't so close to TD, there probably would've been some big buildings. The villages don't make much of a city but still a good map to play. Well, it's a bit weird since a Medium Tank is larger than a civilian building. However TD's villages still look nice in my opinion. I also thought that the tracks looked weird when I first saw them, but then I got the idea of using them for detailing the villages.. and I've got used to them now. QUOTE I have to admit I'm not that experienced with AI coding and didn't even realize there were tech levels specified under [AITriggerTypes] (I only noticed TechLevel=0 in the code of the teams). I just noticed where the actual tech level is specified however, so I'll give a go at modifying all of those according to DTA's; thanks for pointing this out Assuming you haven't got someone to code the AI yet, would you be interested in trying my AI? I recently rewrote a lot of stuff from ai_dta.ini when I was trying to make the AI more challenging for a lanparty.. and the AI became quite tough (we lost most matches against it), although it has only as much cheats as DTA's normal AI. I have been improving the AI for two years, and when DTA 1.10 was released I modified the AI to be similar to my old AI before 1.10's release. I've rewritten a large portion of the file (the essential parts) in a few years, and I've also modified a few rules.ini keys which make the AI more aggressive. For example, the GDI AI doesn't attack with infantry units anymore when it can attack with tanks (the normal AI could "replace" a mammoth tank attack with an attack of a few rifle infantries if the mammoth tanks had failed.. and the Nod AI still uses infantry, but more rarely), the AI uses more artilleries and rocket launchers (especially SSM launchers as Nod to outrange guard towers), uses air units better (to kill your harvesters) etc.
This post has been edited by ^Rampastein: May 11 2010, 05:02 AM
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May 8 2010, 08:20 PM
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Flamethrower Infantry
Group: Members
Posts: 132
Joined: 15-January 09
From: New Zealand - Land of slow Broadband
Member No.: 1,264
Alliance: GDI
Favorite game: Tiberian Sun
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The north/south track just needs some track over the sleepers. As for everything else, nice map.
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QUOTE (jadems) [TS] is a once in a while game. You can go away, but you can never leave.
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