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> New Map: Unfair Duel, A challanging AI 1 on 1 in TD!
midnightgreen
post May 17 2008, 02:15 AM
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I have done this map quite a few years ago. I put Quite a bit of effort into it, so all comments welcome.

The basic premise is what the title says, an "Unfair Duel" against an AI opponent, the gameplay simulates a semi-Skirmish 1 on 1 gameplay, both you and the computer start with an MCV only, you actually got to see the enemy's MCV driving by(!) at the very beginning, however you are not advised to follow and find out where he goes... smile.gif

The main goal for this map was to have a computer opponent in TD that builds its base up from the bottom up, and attacks with challenging forces. Also there are several other scripted events such as cameo appearances of the occasional visceroids!

If anyone still plays the Original CC, please check it out, and let me know how you liked it!

Thanks

PS: Just unzip the file into your main CC 95 directory, and start the game as usual. The map can be loaded actually as a saved game!

This post has been edited by midnightgreen: May 17 2008, 02:17 AM
Attached File(s)
Attached File  unfair_duel.ZIP ( 19.3K ) Number of downloads: 337
 
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MasterNinja
post May 17 2008, 08:51 PM
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I played the map, it was nice. Could you please also upload the INI and BIN files?

Pehaps it gets a little easy once you have two Obelisks and several gun towers to defend your base. Also, the civilian village is somewhat strange, half of the buildings are allied, the other half, Biolab included, are enemy. Is this intentionally?


Good to see someone who does TD mapping, too wink1.gif


Perhaps you could also try out my mission I uploaded recently and give comments?
Dikan's Revenge: Demo Mission

This post has been edited by MasterNinja: May 17 2008, 08:56 PM
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Crash
post May 18 2008, 10:28 AM
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When you upload pictures, I will download it wink1.gif


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Tore
post May 18 2008, 04:33 PM
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Upload the .bin and the .ini so people with the DOS version can play it!


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midnightgreen
post May 20 2008, 11:23 AM
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Thanks for the reviews !!!

Please find the attached .bin and .ini files. I also took some Screenshots (spoilers ahead:).

Attached Image

Basically the player starts at the bottom left corner where the "S" sign is. The computer rolls in its MCV from off the screen and takes it right by the player up to its future base onto the right(following the arrow), where you see the Greyed out buildings, as those buildings are not built yet, the AI will build that base from scratch. If the Player tries to follow the MCV, or attacks too early, the AI will torch anything that passes by the middle trigger zone with its planes. Once the AI base is built, it it will start sending troops against the player. On the Top left corner there is a little village with Visceroids that are basically terrorizing the civilians, and occasionally sending a few against the player as well, untill the player destroys the 'evil' hospital that was supposed to have something to do with the Visceroids.... Damn, I dont believe I have done this map in 2002(!!!)

The reason why it was a Savegame rather than the .bin and .ini file, was that this map uses a _Lot_ of waypoints, and I have found that AI units sometimes get 'stuck' at some Waypoints, and don't move forward for no reason. Like they just stop there the road isn't blocked by trees or anything.. Which if would happen at the beginning then the whole game is pointless, as the AI MCV would not get to its destined target and the AI would never build its base.

So what I did was that I saved the game at the very beginning a few times and played through to see if it had any problems. And kept one savegame that didn't have any problems.

Anyways, just something to keep in mind.
Attached File(s)
Attached File  cc_unfairduel_bins.zip ( 7.14K ) Number of downloads: 245
 
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MasterNinja
post May 23 2008, 11:57 PM
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QUOTE
I have found that AI units sometimes get 'stuck' at some Waypoints, and don't move forward for no reason.



Oh yes, I know this too well... Also AI not rebuilding patrols although specified it should do it. It's hair-pullingly frustrating sometimes... I would like to know if there is something to do about it, perhaps some way to avoid this situation.
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midnightgreen
post May 27 2008, 10:33 AM
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I am not sure about the patrols, and as for the 'getting stuck' problem, the only bulletproof way that i know of was really to what i Did: package the finished map as a savegame not as a bin or ini.

Just set the game speed to the Slowest, start the game, save it, then play it through, if test it thoroughly, if you didnt find any bugs then keep the save game and distribute that. If there were problems, just repeat this process until it works.
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