Forithow Posted September 30, 2024 Posted September 30, 2024 Welcome back to basics, Havoc. My next HD map will be C&C_Land_HD.mix and its variant C&C_Land_Night_HD.mix. Here are some screenshots of Land_HD: and C&C_Land_Night_HD, the night-time variant does not have the AGT or Obelisk in it, just like original Land. C&C_Land_HD is based exactly like the Tutorial level in the campaign. It also features a tunnel that leads to the middle infantry area where the veinhole monster is. Try not to jump in the veinhole or touch the veinhole pods/jelly as they will hurt you. There is also a sewer system that leads from the middle area to the 'training area' where Logan taught Havoc how to move and jump. Do note that the AGT and Obelisk will not shoot enemies inside the training area obstacle course, so mine that area to prevent the enemy from getting to your power plant. This map has 2 infantry entrances and 2 vehicle entrances. C&C_Land_Night_HD is a variant based similar to the original Land map, where there were no AGT or Obelisk. The sewer entrance is also blocked on this map so there's only 1 infantry entrance and 2 vehicle entrances. Both maps have a snipers nest in front of the HON/WF, similar to Volcano with the sniper nests behind the Refineries and no you can't use it to get into the base. Nod's base has been changed to match exactly like GDI's base to keep the map symmetrical. There are also custom ambient sounds! =============================== Map Name: C&C_Land_HD.mix | Version: 1.0 Creator: Bokurei (Forithow) Special thanks: -Mortalc13 for providing HUD icons, HD textures and VIS. -AprilWar for more HD textures. -Blacky for Tiberium Gas emitters -Aircraftkiller for allowing Fjords assets like lampposts, sewer and electric generator. -Yap (Kaskins) for permission to use the veinhole monster from Interim Apex's Mt.Bog map. -And you for playing the map! ***BALANCE CHANGES*** -GDI Medium Tank. Targeting ranged increased. -GDI Mammoth Tank. Targeting ranged increased. -Nod Light Tank. Targeting ranged increased. (Targeting range is the UI box highlight when you hover over a target.) -GDI Advanced Guard Tower's rocket is no longer tied to the AGT ceiling guns line of sight. ^This means the AGT will see you if the top of the AGT is visible to the player. -GDI Advanced Guard Tower's rocket has a +40 direct damage, effectively increasing its damage output. ^This means the AGT rocket will 100 damage to vehicles. -GDI Advanced Guard Tower's ceiling guns and guard tower burstfire delay is 1.5 instead of 2, and will fire 10 bursts of bullets instead of 8. and its gunfire sound is much louder. ***STRUCTURES*** Tiberium Silos - Produces 1 credit per second. ***COMMON BUGS*** GDI Advanced Guard Tower Ceiling guns will not disappear when GDI Power Plant dies or if the AGT itself dies. Instead, they just turn off and do not shoot. -The ceiling guns can't be removed anyway because if you try to revive the AGT or Power Plant when the ceiling guns are removed, then the ceiling guns do not come back and turn back on. Bots may not work unless you allow DoorsOpenForAIRegularly=true in tt.ini Minor VIS issues as always. You can download the maps via the zip files. Feel free to add these to your server rotation. land_hd.zip land_night_hd.zip 4 2
ArcticPrism Posted October 1, 2024 Posted October 1, 2024 I like those jelly fish things. Pretty colors. Will they be in the night version too? What made you want to buff the AGT so much?
Goztow Posted October 1, 2024 Posted October 1, 2024 Your dedication is amazing. Same question about agt
Forithow Posted October 1, 2024 Author Posted October 1, 2024 15 hours ago, ArcticPrism said: I like those jelly fish things. Pretty colors. Will they be in the night version too? What made you want to buff the AGT so much? Yes the jelly fish will be there on the night time version too, they make nice bubbly ambient sounds and give off little blue dust to make it very alien in that area. I buffed the AGT because Nod infantries can sneak in to the weapons factory, refinery and AGT itself if we use the normal AGT logic. For vehicles, Stealth Tanks and Light tanks (and maybe flame tanks) can basically take cover behind the refinery or weapons factory if they're fast enough and completely negate the AGT and take very minimal damage whereas the obelisk can get at least 1 shot off on a GDI vehicle unless you have a humm-vee and quick enough to duck behind the refinery. The AGT is in a very bad spot, which makes it almost completely useless and I wanted to keep it like the Tutorial level so I didn't want to change the AGT's position. With the new AGT buff, it will do at least 100 damage to the first Nod vehicle that rushes in before they take cover behind weapons factory/refinery, just like GDI vehicles can for the obelisk (300 damage) before taking cover behind the hon/refinery, so thought that'd be fair for GDI. With the night time version, that doesn't matter because the AGT and obelisk are not there EDIT: I forgot to mention I did do a bit of extensive gameplay testing too
ExEric3 Posted October 2, 2024 Posted October 2, 2024 Nice maps. Just bots not working, missing crate/weapon spawners and classic issue vehicle drop coords. I added them in configs manually.
Forithow Posted October 3, 2024 Author Posted October 3, 2024 Oops yeah, i forgot to put the crate/weapon spawners, I'll add those in and upload an updated version here. I'll also add in the source files, including the .max and level files in case anyone want to learn how I made my map. 2 1
Forithow Posted October 3, 2024 Author Posted October 3, 2024 here you go, @ExEric3 added in the crate and weapon spawners: land_hd v2.zipland_night_hd v2.zip If there's anything else I've missed, you now have access to the source files: Land_HD Source.zip 1
ExEric3 Posted October 3, 2024 Posted October 3, 2024 When will finish that coords for every installed map I will put it on server. 1
ExEric3 Posted October 4, 2024 Posted October 4, 2024 Installed on both servers. Just need wait for shait to update active rotation since I made another drama at discord about rotation discussion. 1 1
ExEric3 Posted October 5, 2024 Posted October 5, 2024 @Forithow both maps have pixeled damage animations
Forithow Posted October 5, 2024 Author Posted October 5, 2024 5 hours ago, ExEric3 said: @Forithow both maps have pixeled damage animations Might be due to e_master01.dds or your screen resolution/graphic settings, remove from mix using XCC mixer. Note that people can override e_master01.dds by putting that file in the Data folder.
ExEric3 Posted October 9, 2024 Posted October 9, 2024 On 10/6/2024 at 12:23 AM, Forithow said: Might be due to e_master01.dds or your screen resolution/graphic settings, remove from mix using XCC mixer. Note that people can override e_master01.dds by putting that file in the Data folder. Yep that helped. In XCC mixer it looks also weird in preview. 1
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