SkyMix_RMT
8 years ago
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:


!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!! Please watch the mission briefing before playing:
!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

For optimal gaming experience it is recommended that you wear headphones, install the gentools addon and use a 16:9 or 16:10 resolution.

Feel free to edit and share my maps with whoever you'd like, but please, if you do, write your changes to a changelog.txt file.

------ KNOWN BUGS ------
"GLA Stored AK47s:" counter might not update to 0 when it actually is.
Game crashes may occur for unknown reasons in part 2 so make sure to save the game often.
Loading part 2 saved games can give errors/crashes.
Invisible laser infantry.
Enemies will sometimes get stuck in a path and cause massive traffic.
Using 4:3 resolution may cause terrain rendering issues.


------ Thanks ------
Beng and Acidbrain for creating some of the code use in map.ini
The whole cnclabs community for doing their best at helping others.
JCD Gameanater for helping out with the story, landscape, terrain, some map.ini code, playtesting and feedback.
Unknown Editor from cnclabs for playtesting, giving feedback, fixing the barracks icons
PyroMusical, patrikb42, ReVeNGe, Lerosnn, Hijynks for playtesting and feedback.
M.P from SWR Productions for helping out with map.ini and modding.

Special thanks to John Megacycle and cncHD for being two awesome dudes!

(let me know if I forgot to add someone here as it is quite hard to keep track of so many people)

------ Contact me ------
Need help? Have a suggestion to make or feedback to give? Found a bug?
skymixrmt@gmail.com
Or message me directly on Discord SkyMix_RMT#2570

Check out:
My Music  (Techno/House/Experimental)
My Website  (GeneralsCentral)
My Youtube Channel  (Inactive)
World Builder Community Discord 
Sponsor
AdrianeMapMaker
8 years ago
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 

UserPostedImage




SkyMix_RMT
8 years ago
Did not know that was a thing.
I deleted some old messages, you should be able to PM me now.
Check out:
My Music  (Techno/House/Experimental)
My Website  (GeneralsCentral)
My Youtube Channel  (Inactive)
World Builder Community Discord 
iboxful
8 years ago
Hello, i cant seem to select it the map ingame.
SkyMix_RMT
8 years ago
Make sure to extract the .zip file
Check out:
My Music  (Techno/House/Experimental)
My Website  (GeneralsCentral)
My Youtube Channel  (Inactive)
World Builder Community Discord 
Unknown Editor
8 years ago
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 😃
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%
Jundiyy
8 years ago
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.
SkyMix_RMT
8 years ago
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.
Check out:
My Music  (Techno/House/Experimental)
My Website  (GeneralsCentral)
My Youtube Channel  (Inactive)
World Builder Community Discord 
i^love^mixery
8 years ago
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?
SkyMix_RMT
8 years ago

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

Originally Posted by: i^love^mixery 



First public release.


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.

Originally Posted by: i^love^mixery 



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.

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

Originally Posted by: i^love^mixery 



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?
Check out:
My Music  (Techno/House/Experimental)
My Website  (GeneralsCentral)
My Youtube Channel  (Inactive)
World Builder Community Discord 
Unknown Editor
8 years ago
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 😁 )
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%
Unknown Editor
8 years ago
Incoming Transmission :

MAIN DEBUGGING (CRITICAL) :

Laser Tanks will be UnPowered after a while :

UserPostedImage

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

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 😉

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 😛

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 !
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%