Home » Renegade Discussions » Mod Forum » C&C_Death_Pass
C&C_Death_Pass [message #226627] |
Sat, 14 October 2006 13:19 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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Here is a map I made. It would be good for a long game, like a marathon.
Here is the readme:
Map: C&C_Death_Pass
Version: 1.1
Thank you for downloading my map C&C_Death_Pass
Installation--------------------------
To install this map, just take the ".mix" file found in this folder, and put it into your Command & Conquer: Renegade Data directory.
Don't know where that is?
Here are the default paths:
CD-R:
C://Westwood/Renegade/Data
TFD DVD:
C://Program Files/EA Games/Command & Conquer The First Decade/Command & Conquer Renegade(tm)/Renegade/Data
After you move the file into there, you will be able to select it as a playable map within Renegade!
Desctiption--------------------------
Out in the mountains, there is a narrow passage through the cliffs. Each base is standard size. The harvesters harvest tiberium from a nearby cave. The pass is narrow in some areas, so narrow it barely fits 2 tanks next to each other.
There is only one way in and out of each base and the entrences are long in length, but small in width, making you a sitting duck to the enemy's base defence.
This map is made to last a good long time.
Known Bugs------------------------
You can see mountains drawing in from the distance. (Not major problem)
Other than that, I haven't found any.
Credits---------------------------------
- ORCAcommander1 for the awsome name of the map.
- Those of you who beta test this map for me
- YSLMuffins at the RenegadePublic forums, for advice with the Advanced Guard Tower.
Contact Information-------------
If you ever need to contact me for any reason;
Bugs you found, installation help, ect.
Feel free to email me at R315razor@optonline.net
Have fun!
If you could, could you like check the map out, check for bugs and stuff so I can fix it. I already had a test with a few people. Only one problem was found, and that was the Guard Towers not shooting, but I fixed that.
So go through it, see how you like it, and leave some feedback.
http://files.filefront.com/CC_Death_Pass_V11rar/;6015375;;/f ileinfo.html
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Re: C&C_Death_Pass [message #226708 is a reply to message #226627] |
Sun, 15 October 2006 01:57 |
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Ryu
Messages: 2833 Registered: September 2006 Location: Liverpool, England.
Karma: 0
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General (2 Stars) |
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Well, I don't relay want to register to yet another site, rofl..
And It's fighting threw 3 page's of add's..Just for a map..
Downloading maps should be easy..I can suggest just getting free webspace, with a reasonable amount of storage..Not that hard, make it easy for some of us..
EDIT: I Registered, And I still cant download
I seriously recommend getting free webspace!
Presence is a curious thing, if you think you need to prove it... you probably never had it in the first place.
[Updated on: Sun, 15 October 2006 02:03] Report message to a moderator
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Re: C&C_Death_Pass [message #226741 is a reply to message #226708] |
Sun, 15 October 2006 07:23 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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Alex wrote on Sun, 15 October 2006 04:57 | Well, I don't relay want to register to yet another site, rofl..
And It's fighting threw 3 page's of add's..Just for a map..
Downloading maps should be easy..I can suggest just getting free webspace, with a reasonable amount of storage..Not that hard, make it easy for some of us..
EDIT: I Registered, And I still cant download
I seriously recommend getting free webspace!
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well the reason I used filefront, was so that people could download it. Others have downloaded it who don't even have an account...
I have no idea about you. I'll go talk to cnc-source about uploading there.
yea, ok, hang on. I went on to take pictures the other day, but got side tracked started doing something else, and forgot too XD
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Re: C&C_Death_Pass [message #226839 is a reply to message #226627] |
Mon, 16 October 2006 02:09 |
dead6re
Messages: 602 Registered: September 2003
Karma: 0
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Colonel |
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I am very impressed with the screenshots provided. I'll download it later and take a look when playing it.
Let all your wishes be granted except one, so you will still have something to strieve for.
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Re: C&C_Death_Pass [message #226873 is a reply to message #226828] |
Mon, 16 October 2006 07:48 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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matty3k10 wrote on Mon, 16 October 2006 03:11 | Map looks nice and all but there are some issues that need to be worked out.
The Air Strip vehicle waypath is messed up or something, when you buy a vehicle, the vehicle goes in a circle and stops back on the pad...
Bad spawner in obby, I spawned in the obby MCT, couldn't move.
I would also recommend removing some of the Guard Towers and Turrets, 2 or so is fine but 6 is pushing it.
I like the music
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yes, you are correct, that problem with the airstrip, I need to try to fix. I thought I did... but I didn't.
I put 2 more guard towers than Nod has turrets, because the defences wouldn't be equal.
I'll go fix the obelisk spawn.
Thanks for the feedback
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Re: C&C_Death_Pass [message #226879 is a reply to message #226627] |
Mon, 16 October 2006 08:56 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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Note, the new section after "Known bugs"
Map: C&C_Death_Pass
Version: 1.2
Thank you for downloading my map C&C_Death_Pass
Installation--------------------------
To install this map, just take the ".mix" file found in this folder, and put it into your Command & Conquer: Renegade Data directory.
Don't know where that is?
Here are the default paths:
CD-R:
C://Westwood/Renegade/Data
TFD DVD:
C://Program Files/EA Games/Command & Conquer The First Decade/Command & Conquer Renegade(tm)/Renegade/Data
After you move the file into there, you will be able to select it as a playable map within Renegade!
Desctiption--------------------------
Out in the mountains, there is a narrow passage through the cliffs. Each base is standard size. The harvesters harvest tiberium from a nearby cave. The pass is narrow in some areas, so narrow it barely fits 2 tanks next to each other.
There is only one way in and out of each base and the entrences are long in length, but small in width, making you a sitting duck to the enemy's base defence.
This map is made to last a good long time.
Known Bugs------------------------
You can see mountains drawing in from the distance. (Not major problem)
Other than that, I haven't found any.
Fixes from previous versions-------------
-Fixed the problem with GDI Guard towers not firing
-Adjusted the spawner inside the Nod Obelisk, now people wont get attached to the MCT.
-Fixed the waypoints off the Nod Airstrip, vehicals now follow the correct paths off the airstrip.
-Lengthend the Nod harvester's waypath a tiny bit, so timing is equal to the GDI harvester.
-Added +50 armor spawns in the cliff bunkers, each respawn after 2 minutes.
-Changed the sniper spawners in the cliff bunkers to respawn at 2 minutes.
Credits---------------------------------
- ORCAcommander1 for the awsome name of the map.
- Those of you who beta test this map for me
- YSLMuffins at the RenegadePublic forums, for advice with the Advanced Guard Tower.
- Oblivion165 for his very useful and easy building pack with proxies. (Sorry I didn't include you before)
Contact Information-------------
If you ever need to contact me for any reason;
Bugs you found, installation help, ect.
Feel free to email me at R315razor@optonline.net
Have fun!
Also, I worded the above post wrong. The reason GDI has more Guard towers than Nod has turrets, is because if they both had 5 (5 turrets, 5 guard towers) The base defences would be unequal, and Nod would have better. So I gave GDI 2 more turrets. 1 of them is behind the refinery, out of the way, and the other is in the center of the base. They both aren't much of a difference, so that is why I won't remove them.
http://files.filefront.com/CC_Death_Pass_V12rar/;6028834;;/f ileinfo.html
[Updated on: Mon, 16 October 2006 08:58] Report message to a moderator
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Re: C&C_Death_Pass [message #227258 is a reply to message #226627] |
Thu, 19 October 2006 07:51 |
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crazfulla
Messages: 667 Registered: September 2006 Location: Aotearoa
Karma: 0
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Colonel |
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Guard Towers pwn infantry, turrets pwn vechs. They each have their own strenths. IMO both sides should have an equal number of defence.
edit: and do you have to make the page scroll? I couldnt find the submit post button :\
"GEoDLeto wrote:" | so what you are saying it is gonna take even longer before this thing is finished
So the topic title should be changed to: a sucky little "teaser" from C&C Reborn has been released
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"halo2pac wrote:" | Unless they are girls, I am not going to bone them.
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[Updated on: Thu, 19 October 2006 07:53] Report message to a moderator
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Re: C&C_Death_Pass [message #227259 is a reply to message #227258] |
Thu, 19 October 2006 08:09 |
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Spoony
Messages: 3915 Registered: January 2006
Karma: 0
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General (3 Stars) Tactics & Strategies Moderator |
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crazfulla wrote on Thu, 19 October 2006 09:51 | Guard Towers pwn infantry
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correct
crazfulla wrote on Thu, 19 October 2006 09:51 | turrets pwn vechs
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lol?
Unleash the Renerageâ„¢
Renedrama [ren-i-drah-muh]
- noun
1. the inevitable criticism one receives after doing something awful
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Re: C&C_Death_Pass [message #227301 is a reply to message #227258] |
Thu, 19 October 2006 12:38 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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crazfulla wrote on Thu, 19 October 2006 10:51 | Guard Towers pwn infantry, turrets pwn vechs. They each have their own strenths. IMO both sides should have an equal number of defence.
edit: and do you have to make the page scroll? I couldnt find the submit post button :\
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Ahh, but you see, I fixed up the turrets a bit. I made them fire faster, and made their shells into medium tank shells.
Which makes them more of an opponent.
Also, don't forget, that 3 of the 6 Guard towers are quite visable to an artillery. And wont be shot at from them or the AGT, so they can be taken out easy.
Also, even though GDI has the defencive bonus of good Defencive buildings, their powerplant is in the line of fire from an artillery, clear of the AGT.
[Updated on: Thu, 19 October 2006 12:40] Report message to a moderator
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Re: C&C_Death_Pass [message #227363 is a reply to message #227301] |
Thu, 19 October 2006 18:06 |
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crazfulla
Messages: 667 Registered: September 2006 Location: Aotearoa
Karma: 0
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Colonel |
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razorblade001 wrote on Thu, 19 October 2006 14:38 |
Ahh, but you see, I fixed up the turrets a bit. I made them fire faster, and made their shells into medium tank shells.
Which makes them more of an opponent.
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Then why not modify the GDI defences as well?
razorblade001 wrote on Thu, 19 October 2006 14:38 | Also, don't forget, that 3 of the 6 Guard towers are quite visable to an artillery. And wont be shot at from them or the AGT, so they can be taken out easy.
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And that gives Nod and advantage...how?
GDI has an obvious advantage on bottleneck maps. Usually if I include and AGT/OB I have atleast 2 different vehicular entries to the base plus inf tunnels. Makes people work as a team to cover more than one access point, rather than just camp in the front like noobs (as on hourglass) and just slug it out. Personally I don't want a slugfest. Nice map for the texturing/lighting though.
"GEoDLeto wrote:" | so what you are saying it is gonna take even longer before this thing is finished
So the topic title should be changed to: a sucky little "teaser" from C&C Reborn has been released
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"halo2pac wrote:" | Unless they are girls, I am not going to bone them.
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Re: C&C_Death_Pass [message #227376 is a reply to message #227363] |
Thu, 19 October 2006 19:41 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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I did fix up the Guard towers too, but people found they weren't working correctly, so I reverted them back to normal.
And like I said before, Nod has an advantage because they can attack GDI's powerplant without the AGT hitting them. Where as GDI Can't because the turn is to narrow, and the Hand of Nod is in the way.
Trust me, I thought out the layout pretty long and hard, it is balanced.
For example, that hill that GDI's forward bunker is in, isn't just there to look pretty. A small group of stealth tanks could wait behind there as some GDI tanks pass by, after which, the stealth tanks launch an assault on the AGT.
[Updated on: Thu, 19 October 2006 19:47] Report message to a moderator
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Re: C&C_Death_Pass [message #227592 is a reply to message #226742] |
Sat, 21 October 2006 16:58 |
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That looks really good!
HORQWER wrote on Tue, 18 September 2007 20:47 | this is not a real renegade forums ,some one made it up
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Renegade Forums - Official Drama Perpetuator.
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