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> The Heat (WIP and Beta download).
Tore
post May 6 2007, 10:40 AM
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This Is my new map.

Attached Image

The Heat.

QUOTE (Readme)
The Heat, by Tore.

Email: svendsentore@hotmail.com

Instructions

To play the map you must put it in your Command & Conquer 1 folder, and you will find it under “New Missions”. If you don’t have Covert operations the zip file also includes a savegame.

Objective.

Commander, there is a Nod base in the area that need reinforcements now!
GDI has a large base in the area and the civilians are loyal to them.

Objective 1) Destroy the samsites in the village.
Objective 2) Destroy all GDI forces in the area and the civilians too.


Thanks to Crash-King for being beta tester.


Screenshots.

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Beta download.
Attached File  The_Heat_Beta.zip ( 32.07K ) Number of downloads: 330

Attached Image


This post has been edited by Tore: May 6 2007, 11:06 AM


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Warlord
post May 6 2007, 11:02 AM
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looks good but whats with the nod symbols? lol.gif
omg i'm still working on my first map and you have already pumped out another XD

maybe we could have a spotlighted forum for TD? huh.gif

This post has been edited by Warlord: May 6 2007, 11:04 AM


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Tore
post May 6 2007, 11:08 AM
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QUOTE (Warlord @ May 6 2007, 01:02 PM) *
looks good but whats with the nod symbols? lol.gif


I thought it looked cool.

QUOTE (Warlord @ May 6 2007, 01:02 PM) *
maybe we could have a spotlighted forum for TD? huh.gif


Not many people is mapping TD, so I don't think that they should add one. (yet)

This post has been edited by Tore: May 6 2007, 11:09 AM


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Crash
post May 6 2007, 11:30 AM
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I must say the map is good, however I did not manage to survive the mission when I played it. I better try again.


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Slender Mang
post May 6 2007, 12:42 PM
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i made one of my map but im having trouble with it when ever i start the map it say could not read 0001023 or something like that


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Tore
post May 6 2007, 07:26 PM
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Any more comments, ratings etc.?


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Lin Kuei Ominae
post May 6 2007, 08:35 PM
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The design looks good and has a nice amount of enemys.

But the cliffs need some work
Attached Image Attached Image Attached Image
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and here the darker ground
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i also found this trigger
air=Destroyed,Airstrike,0,None,,1
i dont know if it works this way too, but i would recommend to add a second None
air=Destroyed,Airstrike,0,None,None,1

i also doubt that this works. you should rename the second
auto10=Time,Create Team,280,GoodGuy,auto10,1
auto10=Time,Create Team,290,GoodGuy,auto10,1

teamtypes
there you use this sequence for nearly all teams that should be created by the autocreate trigger
0,0,0,1,0,15,0,0,0
i recently found out that the number after the 15 really effects if this team is build (the number of times it is build; this stands in ccwmap too) by the ai with the autocreate trigger or not, so i would recommend to make it this way
0,0,0,1,0,15,1,0,0
the fact that the ai still builds some teams is because the Create Team trigger overrides this and really forces the AI to build a certain team.

auto8=GoodGuy,0,0,0,1,0,15,0,0,0,3,MTNK:1,HTNK:1,HTNK:1,2,Move:10,Attack Units:50,0,1
why you have there HTNK:1 twice? HTNK:2 should also do it, and maybe better.

auto10=GoodGuy,1,0,0,0,0,15,0,0,0,1,TRAN:1,4,Move:12,Unload:12,Move:16,Attack Base:50,0,0
and why does a Helitrans should try to attack or unload without any passengers?

And a tip
You have there a nice little plateau in the north eastern edge. Why dont you place there a second GDI Conyard and some other stuff like Helipads. This could make the game a little more harder, if the player has to save his Helipads for the final attack.

Oh and thanks for the hidden money crate dance.gif

This post has been edited by Lin Kuei Ominae: May 6 2007, 08:59 PM


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my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
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Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
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Misc and Fun units:
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Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
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Tore
post May 6 2007, 08:52 PM
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QUOTE
i also found this trigger
air=Destroyed,Airstrike,0,None,,1
i dont know if it works this way too, but i would recommend to add a second None
air=Destroyed,Airstrike,0,None,None,1
That trigger works.

QUOTE
also doubt that this works. you should rename the second
auto10=Time,Create Team,280,GoodGuy,auto10,1
auto10=Time,Create Team,290,GoodGuy,auto10,1


Oops, thats an error by me.

Some triggers has been copyed from Nod mission 13, but I have also made some triggers and modified most of the copyed triggers.

Thanks LKO for finding those errors.

This post has been edited by Tore: May 6 2007, 08:59 PM


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Warlord
post May 7 2007, 01:48 PM
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My question: do you have to code AI, or does it work automaticly. Also something thats wrong.. TECH LEVELS i cannot change it!! sad.gif


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Robo fish
post May 9 2007, 08:01 PM
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QUOTE (Warlord @ May 7 2007, 09:48 AM) *
My question: do you have to code AI, or does it work automaticly. Also something thats wrong.. TECH LEVELS i cannot change it!! sad.gif

You can changer the Tech level if you go in the basic section, directly under the money tab.

Nice map, hope you will realease it soon. smile.gif


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GDI Master!
post Oct 6 2007, 04:55 PM
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This Map Is Brilliant, I think the Triggers are Great, The Way GDI attack with mammoths is cool

GOOD MAP

I've Played it Lots Of times
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Crimsonum
post Oct 6 2007, 06:35 PM
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I see sandbags on cliffs and red Nod units.

Good work with the map, though smile.gif
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Tore
post Oct 6 2007, 06:48 PM
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Sandbags on cliffs? blink.gif

The red Nod units is computer controlled. The player has Grey/White units like normal. Thank you for the late compliments.

This post has been edited by Tore: Oct 6 2007, 06:49 PM


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Crimsonum
post Oct 7 2007, 02:13 PM
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In one of the pictures you posted, there is a sandbag in a spot in a cliff a unit can't go. It's really no big deal...

Btw, I know the red units are computer controlled. Multi6, correct?
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ormond
post Mar 7 2008, 01:28 AM
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hello,
map is well made, good in the beginning, but then becomes too easy when AI loses the harvesters
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