I decided that I will release one of my maps (including incomplete ones), BUT unfortunately, I have gone through early "Spring Cleaning" on my computer and accidently deleted tiberian sun... again

. I'll look through my CDs again, but I can't do that now (4 AM here), so it'll have to be another time. I got an exam I'm going to fail today in Modern Philosophy soooo, I might be a little pissed. >.>
Anyways, expect the maps to be downloadable, sometime in the future. Also, I'm still contemplating on whether or not I should complete my mapping tutorial that was never finished (posted on my crappy old website).
In order to view, edit, or even play my maps, you will need to download my campaign's .mix file with its set of rules.ini, tutorial.ini, etc, etc. files. The file size is rather large, but it might be worth it. I got to say, it's a fairly crappy mod (although I never used an ini editor) with some imbalances in it and poor use of buildings, units, etc. (mostly voxels and shps taken from other people (what was I thinking?). Although I never was able to create a credits text file for everything I used, as I was going to do that towards the end completion of the campaign) So if you don't like the units and/or graphics placed in the mod, tough cookies, you'll have to deal with it until I get another campaign rolling, if I ever have the same amount of time I used to have. I most likely won't incorporate this many structures and units, if I ever do make another campaign.
I do not wish to have other mappers continue this campaign, but to rather play with it and explore the difficulties of the campaign (these were rather difficult missions, I must admit, like the last mission of my demo, if I recall) to see how extreme I was when I was making this campaign.
Just some other random notes/facts/etc. that may intrigue you:
- I wanted this campaign to have the difficulty of hard, to almost impossible.
- Many RA2 units/structures appeared in this campaign, such as the Grand Cannon, Prisim Tower (I loved that defense building), Mirage Tank, Apocalypse Tank, etc. etc. Although the Prisim Tower was placed on Nod's side.
- Medium Tanks, Light Tanks, Mammoth Tanks, etc. etc. were all placed into the game, except the buggy old Artillery.
- Many obstacles were needed to be crossed through the use of "tree killing".
- There are secrets in my maps. Some of which are good, and some bad.
- Cabal's Obelisk and AA Obelisk were in the game with modified stats. Cabal's Obelisks were named, if I can recall, Obelisk of Dusk and Obelisk of Dawn.
- Nod had a massive array of AA defenses.
- SAM sites had the ability to shoot 2 missiles.
- Hover MLRS and SAM Sites used the unused missile voxel.
- MSRL, or Mobile Stinger Rocket Launcher, was placed under GDI with a crappy voxel I made. It fires at a rather high altitude with a thick missile voxel. VERY crappy defense and health, high attack power.
- Nod's Heavy Tank appeared quite a lot in the campaign, moreso than any other unit.
- Nod's bases in the later missions were so heavily fortified, and through the use of testing with a battalion of Titans, that over 40-50 Titans could not penetrate the defenses, but with using unit combinations, they overcame the defenses after long hours of playing.
- GDI's Juggernaut was split into two flavors: a Defense building, which was a deployed version of it, and a regular unit, that fired like a titan, but with its same damage, rof, etc. etc. The deployed version had more attack power and stronger defense, along with more health.
- Nod had another SAM with the turret of an EMP cannon (I laughed when I made it), with the name "Scatter SAM", on which is fired 1 or 2 black colored chemical missiles that scattered upon impact of a squadron of Orcas. The humorous bug was that if you manuever your planes correctly, you can actually destroy some of Nod's bases with the Scatter SAM. Although this bug made it somewhat easier to destroy bases, it still frustrated the crap out of me whenever I wanted to use the classic "bombing manuever".
- One of Nod's vehicles was another crappy voxel created by me (forgot the name), that fired 4 lasers and had a dual missile back that shot 2 Vertical missles at a Nod Artillery's firing arc. It's extremely strong, but it was very weak in terms of armor and health.
- A joke "cheat" unit was created as a cloned Nod Recon Bike, but was named "Yoshi", that had a deadly laser that could kill anything in one hit with the armor of concrete, and the health of 9999999.
- Limpet mines came in 2 flavors: the usual crap one, and an AT version that fires yet another crappy voxel missile at vehicles only.
- Regular MRLS (What the name is supposed to be) was placed into the game as a stronger unit, in comparison to the hover version, and fired the unused Patriot Missile image.
- Tiberian Dawn's soundtrack was going to be placed into this game.
- FinalMoon's road turns were in this mod (as can be seen in some of the screenshots).
- I revised this campaign over 10 times, no joke.
- There are a total of 15 unfinished maps, I made a total of 37+ maps for this campaign, most of which, have been long lost.
- VERY often, Nod's defenses were extremely large, so power structures were usually bunched into a section of the base that was fortified as well.
- 2 maps were inspired by maps in the original GDI TS campaign (they are in the demo).
- In later maps, you were always placed under almost impossible odds (Nod usually had bases in almost every section of the map).
- In one mission, you have to capture multiple Nod Outposts, that were quite some distance away from eachother (the map was HUGE), and you had to manage them, while building your own base. This made this mission almost impossible and I spent over a day on it, and never won the mission.
- Nod rushes were often very large and could level your base, if you don't fortify your base enough.
- Nod usually had a high supply of tiberium, while you were supplied by small fields.
- Nod would have a lot more credits than you started out with.
- Since Nod rushes were extremely large, they often got buggy.
- I could not beat more than 3 of my own missions.
- If Nod had multiple missile silos, you'd be screwed.
- If you destroyed the bridge in the first unreleased mission, you get a mission failure.
- Crates often sprung traps.
- I went with realism and actually made my maps look as real as it can get.
- I drew out several of my maps before actually constructing them, placing where the cliffs were to be placed, what triggers, what winning conditions, roads, etc.
- The only terrain tool I used was the leveling tool, and lifting one cell up (dunno what that tool is called) without placing the ramps.
- All ramps were "drawn" using the ice ramps in the terrain dropdown menu.
- I spent at least 1-3 weeks on ONE map.
- I was a perfectionist to the extreme, so if there was one MINOR error in the map, I'd fix it.
- "Yoshi" was written on one of my maps in the out-of-bounds area.
- If you noticed, I usually planted trees on only grass LAT tiles. Dead trees on the sandy and rough LATs.
- Cabal comes back in this campaign.
- I love having forests in my maps.
- Large bodies of water were often used to fill in large areas of the map when I got lazy.
- In one of the missions, or maybe a couple, waterfalls fell on each direction with no origin point.
- Weather Control and Iron Curtain structures were to be used as Super Defense Structures, but never got implemented due to getting an internal weapon whenever assigned a weapon.
- Troop Truck carried more infantry, but had no amphibious capabilities.
- I actually studied extensively on Westwood made maps, in both RA and TS.
- My first single player map was the first mission in my demo.
- My first multiplayer map was crap.
- I actually created a multiplayer map and sent it to Final Moon, although I never saw that map again (don't have a back up of it). I think it's in a mod, but I'm not sure.
- I signed up for the SMMC twice and never submitted the map.
- I lost a relationship due to mapping. (Shame)
- I made a walker mech, but the body always "clipped" with the legs, so it looked like it had a HUGE body with really really small and stubby legs. The body was a modified Mammoth MK II. (It might still be in the .mix file)
- In most maps, I used up every single waypoint from 0 - 99.
- I actually had to think for long periods of time due to complex triggers and the extensive use of Local Variables.
- In one of my missions, as I recall from my memory, it had the most complex triggers ever seen by a mapper; using extensive local variables, enabling, disabling, and the attachment of one trigger to another, to another, to another, and so on.
- One map that was lost was a map of my dream landscape where I'd want to live, that consisted of many cliffs, many hills, lots of trees, grass, and water.
- All my snow maps were, strangely, lost.
- If there were multiple Nod bases with multiple Missile Silos, you were screwed due to the fact that each Nod base was controlled by a different Nod house, so if there were 4 bases, 4 missiles would get sent to your base when they were fully charged, making the mission impossible due to the fact that these missiles would annihalate your base and leave the spots unbuildable.
- In one mission, Nod's lasers had longer range.
- Nod had a "Pulse" Laser, that had an awful pinkish spot in the turret. It fired a rapid-firing blue-lined laser with weaker damage. It required power.
- Before I quit mapping, I was about to revise the campaign for the 11th time.
- Most map dimensions exceeded 100 x 100.
- I never started on the Nod missions.
- I have always wanted to post these map screenshots at the Petroglyph forums to see what the community over there would think.
Okay, enough posting a bunch of random things, I'll stop here. XD
This post has been edited by Yoshi: Mar 7 2007, 01:16 PM