C&C_Coop_MutationRedux
#1
Posted 20 December 2011 - 02:18 PM
Now, this one is supposed to be played from Nod's side.
Nod starts off with the field in their grasp, however, GDI starts a huge Counterattack directly on game start and is supposed to take field back.
Players can interfere in that Counterattack and prevent GDI to take over other control points ( such as the Tunnel and the Bridge ) which would make it easier for them, to take field back ( by destroying the 4 Guard Towers ) and to defeat GDI and of course to defend their own base lol
Each of the control points ( Midfield Hill, Tunnel, Bridge ) spawns additional, bot controlled, forces for the Army that controls the given control point.
Once again, Players can lose the game as GDI and Nod bots, are able to attack enemy Buildings at will.
All Purchasable Units except the Engineer, Technician and Sakura are Mutants, who get a Healing effect by Tiberium ( Health only no Armor ) and most of them also increased movement speed.
Basic Infantry has normal Movement speed ( 6 ).
Tier 1 Infantry got a little increased Movement speed ( 6,5 ).
In Tier 2, Movespeed varies between the Characters, the Sniper has normal speed ( 6 ),
the Laserchain has a bit more than the Tier 1 ( 7 )
and the Stealth Mutant has even more ( 7,5 ).
Tier 3 Infantry, Sakura, who is replaced with Kane, is immune to Tiberium and got normal movespeed ( 6 )
Mendoza is replaced with Mutant Petrova and has ( 8 ) in movespeed.
Raveshaw is Mutant Raveshaw only, got ( 8 ) in movespeed as well.
Inside the Hand of Nod is a poke switch, you can poke it with 5000 credits to buy reinforcements, 3 Nod Chinhooks will then dropoff Infantry inside the Nod base which will either attack enemies in sight or follow the players.
If the Hand of Nod is destroyed, the poke switch will be destroyed as well.
I kept the Player Harvesting MutationRedux had but modified it a little when it comes to money's earned :P/>
Green Fields which are directly aside the bases give 300 credits
Mixed Fields which are a bit further away and eventually guarded or raided by enemies are worth 1050 credits
Blue Fields which are on the Midfield Hill and then, eventually, heavily fortified, guarded or attacked, are worth 3500 credits
The Nod Powerplant spawns Gun Emplacements in the Nod base which serve as a small automatic base defense, if Nod PP is dead, they wont spawn anymore
Nod Turrets aren't respawning at all, their Health and Armor level and the range and damage of course too, is much better than the Gun Emplacements for that, so better repair them! :P/>
Additionally, if the Nod Refinery is destroyed, the Silo will be too and if the Nod Airstrip is destroyed, the Repair Facility is as well.
There are 2 Nod SAM Sites inside the Nod base, their destruction will enable 3 GDI Dropoff spawners, which will from time to time randomly dropoff GDI Infantry Units in the Nod base. These Dropoffs can be disabled if you destroy the GDI SAM Site on the GDI Refinery.
GDI also has SAM Sites in their base, if Players destroy them, Nod gets Reinforcements in GDI base.
I've hidden a modded Weapon Spawner somewhere on the map, maybe you can go and find it :P/>
To Win the game, you must destroy all GDI Structures and kill the GDI Boss inside the GDI Barracks, this will enable a beacon spawn inside the Barracks so you can Nuke the ped.
I may mention that this map consumes a little because of the War going on, also, the map has a nice difficulty which make it Very Hard to Solo, should play it as at least 2 or 3 Players xD
EDIT 22.01.2012 14:43 UTC 0 ( Megaupload gone down, posted new download links, Thanks go to Reckneya )
EDIT 20.01.2014 06:53 UTC 0 ( Removed the obsolete download link )
Download:
Download is no longer available.
Update 30.12.2011 00:07am UTC 0
Added the Objects file so other people can host the map.
BANANA!
#2
Posted 20 December 2011 - 05:16 PM
-------------------------------------------------------------------
#3
Posted 25 December 2011 - 11:33 AM
[23:34:11]
[-SoH-]Osiris killed AC-C4Smoke (GDI Minigunner/Auto Rifle vs Nod Minigunner)
[23:34:24]AC-C4Smoke: soh using RGH hax with Armor hax
[23:34:28]AC-C4Smoke: noob server
[23:34:32]Player AC-C4Smoke left the game
#4
Posted 25 December 2011 - 03:58 PM
It would be nice if we could play this map with more than 3 Players sometime, up to now, we've been playing - testing the map twice using my Test FDS ( TNaismith, dubstar and stampia participated there ) which was quite nice, took us some time to get forth, especially when GDI had field, our base got under fire again and again so someone had either to defend the base or stick around it to Repair stuff. xD
BANANA!
#5
Posted 29 December 2011 - 11:06 AM
download & join
hope to see a new face or two when the servers up for testing (keep checking GSA)... see you in game soon.
ps. can anyone point me in the right direction; looking for advice covering terrain editing for renegade. tools people use, plugins, etc... anything similar to earthsculptor would be amazing. I already have renX (which I am a total noob with). my biggest problem seems to be perception (modelling the right heights & widths) any help would be deeply appreciated
#6
Posted 30 December 2011 - 03:28 PM
ps. can anyone point me in the right direction; looking for advice covering terrain editing for renegade. tools people use, plugins, etc... anything similar to earthsculptor would be amazing. I already have renX (which I am a total noob with). my biggest problem seems to be perception (modelling the right heights & widths) any help would be deeply appreciated
Well I myself use RenX + Level Edit. One plugin I use often is boolean, which I use to create tunnels. There is a tut listed in the tut list of the second link below.
Basic terrain tutorial (pics broken though):
http://www.mp-gaming...utorial&id=6156
More tutorials can be found there:
http://www.mp-gaming...utorials&id=286
some people use 3DSmax or the heightfield function of Level Edit, but I can't help you there.
As for the right height and width in RenX, you do know there's a rescale tool in the toolbar of RenX right? I just create something then put it in the map im workin on in LE and fire LE up to see how big it is. If it isn't the right size I either make it bigger or smaller. Eventually you should start seeing what sizes are proper for certain things.
-------------------------------------------------------------------
#7
Posted 30 December 2011 - 07:24 PM
As for 3D modelling I have very little experience, if by some miracle I manage to get to grips with renX then my primary objective would be to create a coop based mission. To do this I want to focus my attention purely towards the level design.
The heightmap function maybe a good option taking into consideration that the above program will export heightmap files. Is it possible to export a terrain made with LE to gmax/renX.
A problem I am having is creating a slope from a plane converted to editable mesh (10x10), I would like to slope from x(1),y(1) being the top left corner to x(10),y(10) being the bottom right corner (think of it as standing at the bottom of a hill looking at a smooth road going to the top of the hill) it may seem very basic to some if not most modders but thats where I am.
any ideas?
#8
Posted 31 December 2011 - 12:36 AM
..whatever..
A problem I am having is creating a slope from a plane converted to editable mesh (10x10), I would like to slope from x(1),y(1) being the top left corner to x(10),y(10) being the bottom right corner (think of it as standing at the bottom of a hill looking at a smooth road going to the top of the hill) it may seem very basic to some if not most modders but thats where I am.
From what i understand there is, that you want to do something like this:
If that is the case, then this example below may be helpful to you. ( at least i hope so )
For that one, i made a 50x50 plane that has 4 Length and 4 Width Segs.
I converted it to Editable Mesh ( click to enlarge )
..and got something like that:
Now you will want to select Vertex ( as you can see on the Picture's right side right under 'Selection' )
And select Vertexes across the Mesh so you can either drag them up ( using 'select and move' ) or just select them and give them new Z coordinates ( this will require you to have 'select and move' being selected )
However, if this is not what you have been looking for, it would be nice if you could deliver eventually more detail or some sort of example.
BANANA!
#9
Posted 31 December 2011 - 11:53 AM
either side of the road there are mountains which follow the roads elevation.
back on topic, when will testing resume & are there anymore cooped up maps ready to join rotation
#10
Posted 31 December 2011 - 04:23 PM
appreciate you taking the time to demonstrate, I have got as far as pushing & pulling the vertex's around to achieve something very similar to what you have done but I need a smooth flat road going up a hill. I have tried soft selection but this creates a hill like shape which is not quite right. I have drawn a quick mock up of the roads position as it would be on my terrain;
either side of the road there are mountains which follow the roads elevation.
back on topic, when will testing resume & are there anymore cooped up maps ready to join rotation
I'll pop over to yours in the new year and help ya vince if ya want? let me know, i think i know what your tryin to make, ill show you how, it should only take 10-15 mins
And to everyone have a good new year, ill see you in game soon.
#11
Posted 31 December 2011 - 04:36 PM
you should both really come & join in on sarahs maps, maybe give you an idea or two will need all 3 map files to complete the rotation. enjoyable, think all out war meets coop like skirmish from MCs rotation, theres also objectives along the way rather than just taking out the base.
#12
Posted 31 December 2011 - 04:53 PM
ye np mite join in laters bowt 7 ish gmt or just after cya thenThanks mate & happy new year I will be in game a few hours before the new year if you and andy wanna join in some drunk fun lol.
you should both really come & join in on sarahs maps, maybe give you an idea or two will need all 3 map files to complete the rotation. enjoyable, think all out war meets coop like skirmish from MCs rotation, theres also objectives along the way rather than just taking out the base.
#13
Posted 31 December 2011 - 07:50 PM
I think i told you the other day that i was making that Mission like map, the release was delayed because of a problem with the Purchase Terminals, which is solved by now.back on topic, when will testing resume & are there anymore cooped up maps ready to join rotation
The map is complete so far, playable and in testing stage with that of course, lol. ( for which I need at least 2 or 3 players being on the map, as i made it quite impossible or just Very Hard to solo it. )
Just drop by in IRC and you'll see! :3
BANANA!
#14
Posted 20 January 2012 - 08:40 PM
What I also liked is how destroying major GDI buildings actually results in GDI forces weakening in some way. The fact that you can lose makes the action even more intense and AOW like.
Only downside is that the enemies kept me so busy I never even searched for ur overpowered weap xD
nah jk ^^ Good work
Ah yea, and I took some screenies during our playthrough today (more coming later):
-------------------------------------------------------------------
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users