Posted by: SkyMix_RMT - Sunday, November 12, 2017 1:13:53 PM
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!! Please watch the mission briefing before playing: https://youtu.be/DpGtOdVuM7A !!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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
Posted by: AdrianeMapMaker - Monday, November 13, 2017 8:10:00 PM
Hey Skimix Your PM's Storage Are Full. I Cant Speak with yah
Posted by: SkyMix_RMT - Tuesday, November 14, 2017 6:36:09 PM
Did not know that was a thing.
I deleted some old messages, you should be able to PM me now.
Posted by: iboxful - Saturday, November 18, 2017 1:02:41 PM
Hello, i cant seem to select it the map ingame.
Posted by: SkyMix_RMT - Saturday, November 18, 2017 8:15:48 PM
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
Posted by: Jundiyy - Sunday, November 19, 2017 2:52:01 AM
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.
Posted by: SkyMix_RMT - Sunday, November 19, 2017 9:21:59 AM
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.
Posted by: i^love^mixery - Sunday, November 19, 2017 8:34:39 PM
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?
Posted by: SkyMix_RMT - Monday, November 20, 2017 10:18:34 AM
[quote=i^love^mixery;146710]Have you released the first mission earlier or is this the first release at all?[/quote]
First public release.
[quote=i^love^mixery;146710]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.[/quote]
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.
[quote=i^love^mixery;146710]All in all a massive piece of good work. Any idea how many hours you have spent on the maps?[/quote]
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?
Posted by: Unknown Editor - Monday, November 20, 2017 10:30:06 AM
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 [grin] )
Posted by: Unknown Editor - Tuesday, November 21, 2017 10:33:24 AM
Incoming Transmission :
MAIN DEBUGGING (CRITICAL) :
Laser Tanks will be UnPowered after a while :
[img]http://s8.picofile.com/file/8312295918/Lights_OUT.jpg[/img]
Better Set the Power Requirement to '0' or even '1' (:
[code=csharp]Object Lazr_AmericaTankCrusader
EnergyProduction = 0
End[/code]
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]
[img]http://s9.picofile.com/file/8312295942/Tunnel_Problem_Area.jpg[/img]
[img]http://s8.picofile.com/file/8312296318/Tunnel_Problem_Condition.jpg[/img]
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 [stuck_out_tongue]
[img]http://s8.picofile.com/file/8312295900/Auto_Repaire_.jpg[/img]
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 ?
[img]http://s9.picofile.com/file/8312295950/What_a_CHEAT_.jpg[/img]
Hey I just understand It's getting Hot Right Here !