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Offline SkyMix_RMT  
#1 Posted : Sunday, November 12, 2017 1:13:53 PM(UTC)
SkyMix_RMT
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Greetings Generals.

The progress Operation Kihill Beach is making is very slow, I feel like I'm losing interest of working on it, so instead of having the maps just sit on my pc gathering dust, I've decided to release an alpha version for all of you to enjoy.

https://www.mediafire.com/file/k2mjrx9vdo3an96/

READ ME.txt:

Edited by user Sunday, November 19, 2017 9:29:03 AM(UTC)  | Reason: Not specified

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Offline AdrianeMapMaker  
#2 Posted : Monday, November 13, 2017 8:10:00 PM(UTC)
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Hey Skimix Your PM's Storage Are Full. I Cant Speak with yah
A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb

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thanks 1 user thanked AdrianeMapMaker for this useful post.
SkyMix_RMT on 11/14/2017(UTC)
Offline SkyMix_RMT  
#3 Posted : Tuesday, November 14, 2017 6:36:09 PM(UTC)
SkyMix_RMT
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Did not know that was a thing.
I deleted some old messages, you should be able to PM me now.
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Offline iboxful  
#4 Posted : Saturday, November 18, 2017 1:02:41 PM(UTC)
iboxful
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Hello, i cant seem to select it the map ingame.
Offline SkyMix_RMT  
#5 Posted : Saturday, November 18, 2017 8:15:48 PM(UTC)
SkyMix_RMT
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Make sure to extract the .zip file
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Offline Unknown Editor  
#6 Posted : Saturday, November 18, 2017 11:29:56 PM(UTC)
Unknown Editor
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I'm not sure but there is a Problem with the Name ...
It's too Long you know , I myself just shortened the Name of All the Directory .
Example : Operation Kihill Beach - Part 1 .V1 ====> Operation Kihill Beach - Part 1
Then the Maps I renamed appeared in Game Successfully :D
Asking is Not a Problem , Problem is Not to Know Something .

Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%
Offline Jundiyy  
#7 Posted : Sunday, November 19, 2017 2:52:01 AM(UTC)
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If I remember correctly - longer names won't be copied over to some directories directly, you have to move them onto the desktop then do them individually - I once edited a map, had a long name then I added my name to it, when I transferred it via USB to my laptop then it said name is too long, so had to put on to desktop first then move the files after.

But I never got a problem with it in game.
Offline SkyMix_RMT  
#8 Posted : Sunday, November 19, 2017 9:21:59 AM(UTC)
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Name lenght is not a problem, I just tested it myself, it's the "." before V1, please delete it while I upload a fixed version thanks.

EDIT: Link is fixed. Should work properly now.

Edited by user Sunday, November 19, 2017 9:29:31 AM(UTC)  | Reason: Not specified

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Offline i^love^mixery  
#9 Posted : Sunday, November 19, 2017 8:34:39 PM(UTC)
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I tested the maps rather quickly. I liked the intros. Generally speaking, the map design is on-par with original missions.

It was a good idea to split the map into multiple parts.

Have you released the first mission earlier or is this the first release at all?

I really liked the feeling given at the beginning of the first mission, as you are only able able to control a small amount of units while the AI is doing most of the invasion. It felt like you are just some sort of higher-tier Colonel on the battlefield, rather than a super heavy top tier general of the army. Not sure if that was intentional tho, as this style seemed to fade right after. It would have been awesome if you had to work your way up all the way to the top. Imagine a sort of very balanced shell-map, looping and looping, no side winning the war. Missions starts, you get a single unit to control, the shell-map is still looping. With that single unit you break the loop (maybe as a sniper, killing minigunners, allowing air support etc. etc.), later getting promoted to control a small amount of units, working all the way up until you are able to build buildings and use special abilities.

I liked the way the player always knew exactly what to do. The current objective was always 100% clear. The visuals and sound effects were very solid and nicely chosen. The idea with the anthrax in the water was excellent.

Custom units and .ini files always make the maps a lot less intuitive to play. I don't exactly see the reason why you added them. As you noticed, .ini files tend to cause a lot of trouble. In my opinion you are better off if you only do minimal changes through .ini and much rather stick to ingame-mechanics that are already there. As an example, I don't see the point, why a civ bunker is suddenly only able to hold 5 units and gets to build a combat drone. Units with edited range and armor/healthpoints are also confusing, all the more if the models were already used in the original game.

All in all a massive piece of good work. Any idea how many hours you have spent on the maps?

Edited by user Sunday, November 19, 2017 8:36:34 PM(UTC)  | Reason: Not specified

thanks 2 users thanked i^love^mixery for this useful post.
SkyMix_RMT on 11/20/2017(UTC), Unknown Editor on 11/20/2017(UTC)
Offline SkyMix_RMT  
#10 Posted : Monday, November 20, 2017 10:18:34 AM(UTC)
SkyMix_RMT
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Originally Posted by: i^love^mixery Go to Quoted Post
Have you released the first mission earlier or is this the first release at all?


First public release.


Originally Posted by: i^love^mixery Go to Quoted Post
Custom units and .ini files always make the maps a lot less intuitive to play. I don't exactly see the reason why you added them. As you noticed, .ini files tend to cause a lot of trouble. In my opinion you are better off if you only do minimal changes through .ini and much rather stick to ingame-mechanics that are already there. As an example, I don't see the point, why a civ bunker is suddenly only able to hold 5 units and gets to build a combat drone.


I wanted to experiment and have different mechanics, at the time I started this I didn't know it would cause this much problems because if I did I problably wouldn't had made this many changes. The bunker can only hold 5 because with 10 it'd be too easy to defend. The combat drone is mainly for the auto-repair since dozers are very limited early-game you can't have risk move around the map just to repair the bunkers.

Originally Posted by: i^love^mixery Go to Quoted Post
All in all a massive piece of good work. Any idea how many hours you have spent on the maps?


Everything took 2 years to make (started september 2015), I'd say around 300+ hours.

Thank you so much for the feedback.
Did you manage to finish part 2 without crashing?
Also did you watch the mission briefing?

Edited by user Monday, November 20, 2017 10:30:09 AM(UTC)  | Reason: Not specified

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thanks 1 user thanked SkyMix_RMT for this useful post.
Unknown Editor on 11/20/2017(UTC)
Offline Unknown Editor  
#11 Posted : Monday, November 20, 2017 10:30:06 AM(UTC)
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About the Beginning , I totally agree with you "i^love^mixery" ; It makes you feel more comfortable when there is someone who takes the care of you (Not try to kill you , just care) Of course in many Horror games you are all alone and this was a Nice Idea for Part01 (not to be alone {have a Partner})...

About INI , Every map has its weakness ... I have spotted much in EA originals ; Of course we'll need our custom INI to make it better for the Way we are going to make our maps ; For example Bunkers & Towers with Built-in Machine guns are really Creative and make us feel we are playing something Newer than just another REGULAR Mission .

We usually use INI when it's not possible to make something work regularly in Game and that's when we won't Stand a Chance .

I may am supporting it caused by my own map REALLY Requires INI to work ... Just think : ( INI in Multiplayer Big Smile )

Edited by user Monday, November 20, 2017 10:31:47 AM(UTC)  | Reason: Not specified

Asking is Not a Problem , Problem is Not to Know Something .

Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%
thanks 2 users thanked Unknown Editor for this useful post.
SkyMix_RMT on 11/20/2017(UTC), AdrianeMapMaker on 11/20/2017(UTC)
Offline Unknown Editor  
#12 Posted : Tuesday, November 21, 2017 10:33:24 AM(UTC)
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Incoming Transmission :

MAIN DEBUGGING (CRITICAL) :

Laser Tanks will be UnPowered after a while :

UserPostedImage

Better Set the Power Requirement to '0' or even '1' (:

Code:
Object Lazr_AmericaTankCrusader
 EnergyProduction = 0
End



Also Tunnel Networks will Spawn Units even when are just HOLEs !

of Which to Disable it (as I fortunattly had the Same Problem and Solved it) :

1. Make an Area For your Tunnel Network ;
2. Go to Scripts and Add a New Condition :
#. Player 'GLAEnemy' has Equal To 0 unit or structure of type 'GLAHoleTunnelNetwork' in the area
- Note : GLAHoleTunnelNetwork is in GLA\SYSTEM area .
'GLABeachReinforcementRebel_TunnelArea'
3. Have Fun with No Spawning Bugs Wink

UserPostedImage
UserPostedImage


ANTI CHEAT DEBUGGING (NORMAL) :

Workers may not get killed after gotten out of their Towers (Or YOU MAY NOT KILL THEM ON PURPOSE) and Repair the Towers we are trying to Destroy ;
Not Looking Terrible , ha ? Now What will Happen if we Damage Towers enough , so Garrisons will get out !
Free Tower ! Yay Tongue

UserPostedImage

The Deffense in the Middle is way too Weak , We can of course Break it and Set some Extra Units in the way and Use them after the Anthrax Attack !
May I suggest to set a Machine Gunner or Something there to make Players avoid going there ?

UserPostedImage

Hey I just understand It's getting Hot Right Here !

Edited by user Tuesday, November 21, 2017 10:39:16 AM(UTC)  | Reason: Not specified

Asking is Not a Problem , Problem is Not to Know Something .

Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%
thanks 1 user thanked Unknown Editor for this useful post.
SkyMix_RMT on 11/21/2017(UTC)
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