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> The River 1.0 (Final) UPDATED version 1.1!
Tore
post Apr 28 2007, 09:40 PM
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Favorite game: Tiberian Dawn



My map is now finished! biggrin.gif I don't want to post a big screen shot of this version of my map this time.

Thanks to Lin Kuei Ominae for the awesome tutorials!

EDIT: lol the readme file is full of typos I'll fix that in my next map.

QUOTE (Readme file)
The River 1.0 (Final) Readme. map made by Tore

We have found a Nod base in central Europe, your task is to eliminate all Nod
Forces in the area. Good luck commander!

Objective 1) Destroy all sam sites.
Objective 2) Destroy the Nod base.

Improvements since version 0.5.

the create under the church give you money.
-The AI now rebuilds building's
-Reduced starting units
-Added some more triggers.

How to use.

Extract all files on to your Tiberian folder then:

For Covert Ops users:
The mission can be found in "New missions".


For people without Covert Ops:
The mission can be played by the "Start New game button" and choosing GDI NOTE: This mission replaces GDI mission replaces GDI mission 1. To play GDI mission 1 again delete the these files scg01ea.ini and scg01ea.bin

Thank you for playing my mission .


QUOTE (Readme for version 1.1)
The River 1.1 (Final) Readme. map made by Tore

We have found a Nod base in central Europe, your task is to eliminate all Nod
Forces in the area. Good luck commander!

Objective 1) Destroy all sam sites.
Objective 2) Destroy the Nod base.

Improvements since version 1.0

-The Crate under the church is now hidden.
-The AI now attacks with tanks to.
-The bug with the reinforcements is now fixed.

How to use.

Extract all files on to your Tiberian Dawn folder then:

For Covert Ops users:
The mission can be found in "New missions".


For people without Covert Ops:
The mission can be played by the "Start New game button" and choose GDI

NOTE: This GDI mission replaces GDI mission 1. To play GDI mission 1 again delete the these files scg01ea.ini and scg01ea.bin

Thank you for playing my mission.



Screen shots:

First part of the map:
Attached Image

MCV and APC reinforcements:
Attached Image

Base building:

Attached Image

Base building:
Attached Image

For original TD: EDIT: I think this one is buggy there is something wrong with the tech level:
Attached File  The_River_1.0.zip ( 6.67K ) Number of downloads: 258


For Covert Ops:
Attached File  The_River_1.0_For_Covert_ops.zip ( 6.67K ) Number of downloads: 238


Version 1.1 for Original TD: EDIT: I think this one is buggy there is something wrong with the tech level
Attached File  The_River_1.1.zip ( 6.82K ) Number of downloads: 243


Version 1.1 For Covert Ops:
Attached File  The_River_1.1_For_Covert_ops.zip ( 6.82K ) Number of downloads: 289



Enjoy my map! biggrin.gif

This post has been edited by Tore: Apr 30 2007, 07:55 AM


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Lin Kuei Ominae
post Apr 28 2007, 11:29 PM
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first i have to say that this is a good looking map. thumbup.gif
The environment looks good and has a nice detail.

But, (yes there is a "but" :tongue: ) there are some small problems.
1. The reinforcements
sometimes the players mcv doesn't enters the map. in most cases this happens because it stucks behind a mountain or Treegroup. Because the game uses the whole side of the map, that is set with the "Edge=" tag.
in your case set X and Y in the ini to 0 and load CCWMAP
then place water or something impassable at this border-stripe outside of the actual ingame map and leave a 2-3 cell long stripe passable. this way you can control from where the reinforcements enter the map.
After that, set X and Y back to 1. the player can't see the border, but the game now knows where to put reinforcements.

for future projects.
if you want hovercrafts land on a certain point on a long beach, use this hack too.
raise the dimension of the map about 1 cell and make the whole border in the south impassable except the places where the hovercrafts should come in. there you place water.
finally set the height back.

2. The Crate under the church
Move it one cell to the left. right now you can see it ingame

3. Enemy units stuck in base
your triggers and teamtypes seem to be all right. But the AI isn't very smart. I think for this is your All to Hunt trigger. But this is inactive.
hunt=Destroyed,All to Hunt,0,None,None,1
you have nowhere used hunt on any building or unit.
this would be better IMO:hunt=Time,All to Hunt,100,BadGuy,None,1

4. the buildlevel
98 is IMO to high, except you want the player be able to build the wooden fence. As far as i remember is 95 a good level. You can build Helitrans but nothing of the unimportant stuff like wooden fence, barbwire etc.
\EDIT
sorry, i see right now i've changed it this way in my game.exe. if you want the player to be able to build commando and transport helicopter 98 could be right.

5. Nuke
i've seen your trigger for the Technology Centry, that if destroyed, should be revenged by a nuke. Because Nod has no Temple this doesn't work.

6. Airfield
Your Airfield is at a place that causes new build units to stuck there. I would recommend to exchange the airfield with the 2 Nuk2 right next to it. This way there is more space. But if you want the Airfield attackable from the Hill left to it, then you should find a new place for the 1 Nuk2 right next to it. This would help too.

Some improvement suggestions
Right now the enemy's strength is medium. Maybe you want him become harder.
Because the Nuke doesn't work, why not giving Nod reinforcements all over the time. They come from North, at the Tech centre, and attack the player.
And as soon as the Tech centre has been destroyed, these reinforcements for Nod stop.

this way it could work

[TeamTypes]
supp=BadGuy,1,0,0,1,0,15,1,0,0,3,FTNK:2,LTNK:2,ARTY:1,3,Move:1,Attack Base:20,Loop:20,0,0

[Triggers]
xxxx=Time,Reinforce.,50,BadGuy,supp,1
dela=Destroyed,Dstry Trig 'XXXX',0,BadGuy,None,0

give dela to your Techcentre (replaces nuke)

But change for BadGuy
Edge=North

This post has been edited by Lin Kuei Ominae: Apr 29 2007, 09:23 AM


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Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
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Misc and Fun units:
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Tore
post Apr 29 2007, 09:19 AM
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Thanks for the comment I will release version 1.1 soon

I have now fixed:

-The Reinforcements
-AI (I just moved the airstrip they seem to attack with tanks now)
-The create under the church.
-I have Removed the Nuke trigger.

EDIT: Released 1.1!

This post has been edited by Tore: Apr 29 2007, 09:51 AM


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Tore
post Apr 29 2007, 09:04 PM
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Thanks for the comment I will release version 1.1 soon

I have now fixed:

-The Reinforcements
-AI (I just moved the airstrip they seem to attack with tanks now)
-The create under the church.
-I have Removed the Nuke trigger.

EDIT: Released 1.1!
EDIT2: I have found a problem the mission for Original TD has the same tech level as GDI mission 1.

EDIT3: WTF a new post? I clicked edit please remove the old post!

This post has been edited by Tore: Apr 29 2007, 09:06 PM


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Team Black
post Apr 29 2007, 09:49 PM
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Looks good from the pic..I'll have to wit till I get TD though to be able to say more XD


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Warlord
post Apr 29 2007, 11:44 PM
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can't we get a screenie of some other place than the start position please


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Robo fish
post Apr 30 2007, 11:48 PM
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QUOTE (Wolverine @ Apr 29 2007, 07:44 PM) *
can't we get a screenie of some other place than the start position please

Why should he do this?
Complete the mission and see by yourself.


EDIT :
I just completed the mission, it a nice and fun map to play on, it not easy but not one of those, Hailstorm mission when you get destroy in the first 2 minutes ( although i had to sell everything exept my Construction yard to survive the initial vehicles strike rolleyes.gif ).

But there are a few bugs that i would like to point out.

Bug 1 : NO PICTURE : In the upper town with the Tech center, 2 dirt road sets are not placed correctly

Bug 2 : NO PICTURE : In the same area, a cliff have the same bug as above.

Bug 3 : (Not really a bug) : The Nod base need more buildings and more space, it too easy to approach the Construction Yard and destroy it instantly ( Need at least one Obelisk). Finally they need a second Tiberium Refinery.

8,5/10 IMO, you must fix those bugs when you will have free time, but as i said above, this map is pure awesomeness thumbup.gif

This post has been edited by Robo fish: May 1 2007, 01:08 AM


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Nintyuk
post Sep 2 2007, 07:40 PM
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this map is redictulessly easy, on the there first attack with veaclis they sent there harvester too meaning they lost it to my defences an after that they massed a load of infantry until they run out of money after that i whent in there with a mrls and a commando, force sold there defences and elimiated there mass of troops wich was hanging around there base (which was alot but they dont attack until you attack them) and finished up there base it only took me around an hour and 15 mins


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Tore
post Sep 3 2007, 08:22 PM
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Bump ^

What version did you play? Last time I played it the AI rolled over me with LOTS of tanks. wacko.gif

This post has been edited by Tore: Sep 3 2007, 08:23 PM


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Nintyuk
post Sep 3 2007, 08:50 PM
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1.1 and i stopedd that tank rush (were they sent there harv too) with 2 advanced gaurd towers the starting units and a few rocket troops on the hills above

ps:i think the harv was coming after the tiny bit of tiberium left in my base


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