Private Joined: 9/16/2018(UTC) Posts: 5 Was thanked: 2 time(s) in 1 post(s)
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Watch the map trailer: https://youtu.be/3g9Yqb-j1pICheck out Jundiyy's map review: https://youtu.be/iZh7M9Y_7mgIt's recommended to download the map extractor. You can download the map here: https://bit.ly/LegiMapsThe map was designed with these concepts in mind: - 6 Player map
- Fully balanced
- Works for 3v3, 2v2v2, 1v1v1v1v1v1 (FFA)
- High quality and high level of detail
- A different experience from Defcon 6
Everything in this map has been measured to a very high level of accuracy to ensure a balanced experience. All supply docks are set at $15,000 except for the base supplies, those remain at the standard $30,000. Oil Derricks have been placed competitively around the map. Two other versions have been added: - Revealed - Radar is force-enabled at all times and the entire map is revealed (no fog of war). Stealth units are not revealed.
- Show Pos - At the start of the game everyone's Command Center will be visible through the fog of war. This means you can see everyone's positions and armies.
These versions are optional. If you don't agree with them then just play the original. I have found that a significant portion of players do like these versions. Screenshots: https://i.imgur.com/s3puEPE.pnghttps://i.imgur.com/rNRxI84.pnghttps://i.imgur.com/RZn3Whx.pnghttps://i.imgur.com/MWMyW2T.pnghttps://i.imgur.com/eKR45Lb.pngHappy killing, everyone! :) |
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2 users thanked Legionnaire for this useful post.
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Captain Joined: 10/24/2014(UTC) Posts: 74 Location: Türkiye Thanks: 20 times Was thanked: 7 time(s) in 6 post(s)
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Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
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Such Beautiful map and Balanced just as well as you mentioned . |
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% |
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Colonel Joined: 10/13/2008(UTC) Posts: 782
Thanks: 7 times Was thanked: 201 time(s) in 147 post(s)
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Holy *censored*, is that logo actually on the map? How in the world?
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Major Joined: 2/21/2015(UTC) Posts: 386 Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
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Originally Posted by: i^love^mixery Holy <i><b>*censored*</b></i>, is that logo actually on the map? How in the world? "i added 4 separate textures which make up the whole logo each of the 4 textures then had to be repositioned to work with the worldbuilder then those were stored in a .big file that is to be placed in the installation directory of the game then the map's map.ini file loads the textures and 'converts' them into usable textures so they can be inserted into the game if u open the map in worldbuilder it will claim the textures are missing so through all these little loopholes i managed to get it working xD" Taken from a conversation between me and him. It's pretty neat, I never thought something like that would be possible. |
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1 user thanked SkyMix_RMT for this useful post.
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Colonel Joined: 10/13/2008(UTC) Posts: 782
Thanks: 7 times Was thanked: 201 time(s) in 147 post(s)
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Originally Posted by: SkyMix_RMT Originally Posted by: i^love^mixery Holy <i><b>*censored*</b></i>, is that logo actually on the map? How in the world? "i added 4 separate textures which make up the whole logo each of the 4 textures then had to be repositioned to work with the worldbuilder then those were stored in a .big file that is to be placed in the installation directory of the game then the map's map.ini file loads the textures and 'converts' them into usable textures so they can be inserted into the game if u open the map in worldbuilder it will claim the textures are missing so through all these little loopholes i managed to get it working xD" Taken from a conversation between me and him. It's pretty neat, I never thought something like that would be possible. So you need an additional .big file and map.ini file. Too bad :( You got my hopes all up :D
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Private Joined: 9/16/2018(UTC) Posts: 5 Was thanked: 2 time(s) in 1 post(s)
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Originally Posted by: i^love^mixery So you need an additional .big file and map.ini file. the .big file doesn't cause any interference though, and the map.ini won't cause mismatches/disruptions/changes if ppl play another map afterwards. the only downside to this approach is that if u map transfer it wont transfer the texture, but then again, map transfer already doesnt send all files across :/ everything works fine if u download and extract the map. that being said, u could still transfer the map to ppl and u can still play without mismatches |
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Colonel Joined: 10/13/2008(UTC) Posts: 782
Thanks: 7 times Was thanked: 201 time(s) in 147 post(s)
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Yes, that's decent. The result looks very nice.
It's too bad xezon doesn't care at all about the mapping and modding scene of generals/zh. He could easily fix all the .ini file issues we are having if only he gave a damn.
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Nice work legionnare .. can we put it on official maps of Contra mod?? |
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Private Joined: 9/16/2018(UTC) Posts: 5 Was thanked: 2 time(s) in 1 post(s)
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ye man go for it :D if u run into any issues let me know cuz i added some Anti-Exploit scripts which use CIAOfficers. i can always make a Contra-specific version :) |
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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what exploit pm me in discord ... i am their map maker eh
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