Jump to content


Photo

C&C_Coop_B02


  • Please log in to reply
16 replies to this topic

#1 SarahDX

SarahDX

    Hurt me plenty

  • Members
  • 223 posts
  • Location:
    In the Cookiejar, where else? ;3

Posted 10 April 2012 - 03:10 PM

Plans have changed and in the end I have used the Terrain afterall and came up with a C&C_Coop_B02_B10!

The Map plays differently from previous B02 versions, yes it is similar to the never finished C&C_Coop_B02_B9 that never really saw the daylight.
Due to some messups that happened and other buggy problems, the release of the Map was kinda delayed because I had to redo stuff that I had already done but then any messup or bug came up and screwed everything, sigh, but I tried to save it somehow and with some workarounds I managed to put out the Map without it being crippled, sure, there were some things that I wanted to implement but which didn't work out afterall, but it can't be helped....

Anyways!, C&C_Coop_B02_B10 it is. Features are:

Spoiler


Just as with B01, there is a specific Client Map version for Non-4.0 users, since otherwise, Non-4.0 users will crash when attempting to play/load the Map.
B02 uses the same container file as B01, since the container file has been updated with new stuff due to B02 being added, you will have to replace the old one with the new one, you will still be able to play B01 with it since it contains all the stuff necessary to do that as well.

Just as before, this is a Client version of the Map, that means you cannot host it with this Map file properly. I will NOT give out/upload the Serverfiles to the public.

Client Download links:
Download @ Exodus
( Note: You do NOT need to download this file if you are a 4.0 user. Only download it if you do NOT use TT 4.0, TT 4.0 users will download the Map automatically if they join the Server. If you have a previous version of the Map, you must remove it, otherwise there may be some conflicts/issues/bugs if you attempt to play it. This also includes the RC_B02_B7 version and the like. )

Original Post:
Spoiler

BANANA!
Posted Image


#2 dubstar

dubstar

    Ultra violence

  • Renegade Moderators
  • 342 posts
  • Steam:
    dubXP
  • Location:
    England, UK

Posted 12 April 2012 - 09:41 AM

The class system is a really good idea. I have delayed writing anything here because I can not join any public testing atm, unless 3.4 will connect' not sure but I would like to see this map & the system in action as soon as tt update from the latest beta which I have had a few problems with (continuously crashing), if 3.4 will connect then I will be more than happy to test any maps you create sarah :)
Support Officer

#3 ReKoil

ReKoil

    C&C Renegade Corn Supplier

  • Senior Moderators
  • 909 posts
  • Steam:
    rekoil637
  • Location:
    Hoorn, Netherlands

Posted 12 April 2012 - 12:05 PM

if 3.4 will connect then I will be more than happy to test any maps you create sarah :)


same here

also, what are the funky laser beam like thingies on the last screenie? triggers perhaps? or are they actually laserbeams? :>
Soldier in the war on bots.
-------------------------------------------------------------------

#4 SarahDX

SarahDX

    Hurt me plenty

  • Members
  • 223 posts
  • Location:
    In the Cookiejar, where else? ;3

Posted 12 April 2012 - 12:57 PM

Since this map would be run on a 4.0 FDS of mine, I believe the 4.0 scripts it uses are pulled from it so you guys should be able to play it as long as you play it on a 4.0 FDS, however, using other script versions on a 4.0 server is a different thing. :P
( Since I haven't tested it with any version lower than 4.0 B1, I cannot really say if non 4.0 users could actually play the map on a 4.0 Server properly, it's basically just some scripts I've used that are 4.0 exclusive and, if I compare it to the RC3 maps, which too use some scripts that were scripts version 2.9 or higher and still allowed non script users to play them,so it actually should be possible. )


Since there are no weapon drops except the beacon at the end of the map, it means there are no other weapons than the ones you get when you buy any of the classes, the class system is meant to split up the work down to the different classes so that 1, it encourages more teamwork and 2, that there is not 1 UBER pwnage class.
However, since I couldn't test it with more than only myself in player count, this is still being worked on and eventually needs alot of improvement still.


To answer your question ReKoil, that hing in the last screenshot is a Laserfence that I myself made, if you enter it, you'll die. It is also one of the Primary objectives to get past that fence somehow. :P

BANANA!
Posted Image


#5 dubstar

dubstar

    Ultra violence

  • Renegade Moderators
  • 342 posts
  • Steam:
    dubXP
  • Location:
    England, UK

Posted 12 April 2012 - 05:03 PM

ok, I will try to connect over the weekend if you're running. Think I may be best suited to "Heavy Gun Expert" or "The Medic/Healer" (I do like to keep the team pushing together) but will have to experiment with the different classes first. looking forward to seeing how far you've come over the past few months :) see you in game.
Support Officer

#6 SarahDX

SarahDX

    Hurt me plenty

  • Members
  • 223 posts
  • Location:
    In the Cookiejar, where else? ;3

Posted 13 April 2012 - 11:30 PM

I just did a small dual test run, using both of my PCs and 2 different versions of Ren.
1 being a 3.4 Scripts client and 1 being a 4.0 Beta 4 Scripts client.
I wasn't able to test the full mission of course, since that's 2 times myself lol but I didn't come across any problems so far, the only thing that I saw for the 3.4 scripts was, that the vending machine ( which Serves as a Purchase Terminal ) doesn't look quite correct ( both states of it are shown, the normal state and the destroyed state ) but that's pretty much all. Gameplay-wise, everything was ok so far I could test, just as expected. So I suppose there is nothing in the way for 3.4 or lower users to actually play the map as long as it is hosted on a 4.0 Server.

BANANA!
Posted Image


#7 dubstar

dubstar

    Ultra violence

  • Renegade Moderators
  • 342 posts
  • Steam:
    dubXP
  • Location:
    England, UK

Posted 16 April 2012 - 08:00 AM

connected with scripts 3.4 and played through C&C_Coop_B02_B6.mix for about 3 hours,
I can see a lot of work has gone into this, from scripting to level design & the class system.
we found a few bugs along the way with GDI bots blocking entrances and the obelisk firing while down,
apart from that the mission was playable to the end.

I can see the idea behind the class system but I am not convinced it is complete,
if the main intentions were to keep a team of coop players together then you need to adjust the speeds of the players.
gunner is way too slow and invicible havoc made the mission too easy.

while playing I had a look inside the power plant, communication centre and hand of nod,
bots and defences in these buildings looked very well positioned but had no real purpose because havoc could walk straight past them all and destroy the building.

overall I enjoyed the map, the contrast from underground to the obelisk field worked really well, defences were well positioned and objectives thought out.
still work to be done mainly centering around perfecting your class system, also consider a teleport from PT to PT once the samsites are destroyed.

I look forward to more beta testing :)
Support Officer

#8 SarahDX

SarahDX

    Hurt me plenty

  • Members
  • 223 posts
  • Location:
    In the Cookiejar, where else? ;3

Posted 16 April 2012 - 06:42 PM

Yes the class system is incomplete but I have to say some things about what you just said.

The point of the Saboteur ( Invisible Havoc ) is, to blow up structures.
1 thing is, in the Build 6, you could only destroy 25% of the structure from outside ( that is any damage done that is NOT on the MCT ) and that again means you can only destroy the structure by attacking the MCT.
On this point, you could either go in with the Heavy Gun Expert ( Gunner ) or with the Ammo Man ( Locke ) who both have Rocketlaunchers, however, Gunner's Rocket's being twice as strong. The Rifleman also has C4 but that's only 2 timed's.
However, attacking the MCT means you have to go inside this whole thing which means passing all the bot units and ceiling guns inside it, for any other class than the Saboteur, this would be quite challenging.
I believe on this point it is clear that my intention was to make it easiest thing for the Saboteur to attack and destroy the structures, this is what the class is for. You yourself have also seen that, if the Saboteur goes into battle and being de-spied, the Saboteur will 100%ly not survive. Also, the Saboteur cannot blow up 1 structure with all the C4 the Saboteur has ( which are 5 remotes and 2 timed ) . In build 6, you at least needed 10 remotes and 4 timed to kill 1 structure, that again meant, the Saboteur needs either to refill once or there has to be a second Saboteur.
The whole point behind this is, to make it difficult for any other class than the Saboteur to infiltrate and destroy structures, because that's the whole point on this class' existance. More on that later.


You say the Gunner is too slow, I disagree with that.
Look at it, the Gunner is the class with the Heaviest Firepower being able to deal the most damage of all classes although his Chaingun is compared to the Rifleman's Laser Rifle, quite in-accurate. The Gunner also has the highest set of HP of all classes ( 300 HP and 200 Armor ) which also means this class can take quite some hits. I purposefully made it slower than the other classes so it can not dodge enemy attacks so easily. It has the highest set of HP and the highest firepower, it is supposed to be right at the front of the Player formation and serve as a crossfire and as a tanker ( as in, taking the attention and taking the damage ).
Players will have to realise, just because they can run faster as Gunner, that they aren't supposed to be in front of the Gunner in the formation. Compare it to GDI Tanks, the Mammoth Tank has a lot more health and armor as well as firepower but in exchange is alot slower and can hardly dodge anything.

Keep also in mind that we mostly played as 2 persons only, while the map is intended to have more players than that. We actually took about 3 hours to finish the game, think about how fast it would of been with 3 or 4 players, this also includes the use of the different classes with more players.

No Teleports.
I never intended the use of any Teleports for this map at all.
To your suggestion:
The Purchase Terminal's only spawn if you did a certain Objective, that means that the PT is not always there. As you probably noticed, I have placed Vehicles at the start which start spawning if certain Objectives were completed, players will have to use that to get back to the front. Also, there are no enemy respawns if a zone/area was truly cleared.


For the Build 7:
It is not complete since I haven't worked so much on it yet but I have worked out some stuff already which I will Color Green here, Red stuff is not complete yet.
-changing all Building controllers to modified MP controllers ( excluding the Hand of Nod )
-increasing the Health Level of the structures by at least 33% ( I have also thought of making it impossible to damage structures from outside, where as 'outside' means damage that is NOT done on the MCT. This would not count for the Hand of Nod )
-adding a few anti spy units to counter the Saboteur
-various bug fixes and minor changes


Increasing the structure total health means that the Saboteur will require even more C4 to blow up stuff. Adding anti-spy units, even if only a few, will add a bit more difficulty to the Saboteur infiltrating structures.

BANANA!
Posted Image


#9 dubstar

dubstar

    Ultra violence

  • Renegade Moderators
  • 342 posts
  • Steam:
    dubXP
  • Location:
    England, UK

Posted 16 April 2012 - 08:29 PM

IMO I would have had the saboteur uncloacked when purchased and have a power upgrade (sbh cloack like in MP DM) to pick up either in a secret area or inside one of the buildings, this would add more to the mission and force people to go through the toughly defended buildings together as part of a team. I think it would work really well with what you have at the moment, It depends on what style of coop you hope to achieve
Support Officer

#10 SarahDX

SarahDX

    Hurt me plenty

  • Members
  • 223 posts
  • Location:
    In the Cookiejar, where else? ;3

Posted 17 April 2012 - 12:43 AM

That cloak you are talking of is a stealth suit, it only adds the stealth effect of the Stealth Blackhand. The Saboteur doesn't even need this effect to be invisible for the AIs because it is NOT what makes him invisible to them. I only added the Stealth effect on this class so it would look better.

I intend a true CooP play environment, this means playing in a team, as a team, with a team and team thinking.
The logic I have in mind is, that 1 single Saboteur would either need multiple charges of C4 to destroy 1 single building ( as of Build 6, that were 4 timed and 10 remotes needed ( yes both together ), which is going to be around 6 timed and 15 remotes ( again both together ) or even more in Build 7 ), while this is only possible if there is a refill and that refill again requires an Ammo Man. The other method would be to have multiple Saboteur's to make up the required amount of C4's to blow the structure up.
As already said in my previous post, I am going to add Anti-Spy units who will hunt down Saboteurs regardless, the Saboteur wont be able to bypass buildings like in Build 6. The Saboteur is only armed with 1 Handgun that has 120 bullets in total and the C4. Of course a Saboteur could use the C4 to attack but that again means, since the Saboteur has only very limited C4, refills and that again requires an Ammo man. In short, the Saboteur isn't capable of fighting battles on it's own and that again makes up the purpose of this class: blow up buildings, weak in battle.

I would also like to let you know that a powerup that would grant you the same stealth ability as the Saboteur has, regardless how you make it, would be fatal regardless if well hidden or not. Any class or any player could pick this up and this would again end up in overpowering the classes.
This stealth ability is intended as a Saboteur exclusive only and not as a OP toy for everyone. A powerup like that is exactly what I do NOT want to have for this map.

The purpose of my class system is to split up the work between the different classes and that each class is specified on something in a certain way, this way you have to rely on other classes to get forth which again results in at least some small team work.
It is also intended to remove the 1-class-beats-the-map that we have mostly on the RC3 maps.

On RC3 maps, for example a Hotwire, could pickup any weapon that other classes would usually have by default, this way the class system became quite meaningless except for the 16 bullet Sniper of Deadeye and Logan and the 300 bullet Tiberium Rifle of the Acolyte, as these are the only weapons you cannot find or pickup on the RC3 maps, that were used by any class, but this influences almost nothing.
However, Hotwire could still pickup a normal sniper and with that, act as a sniper or pickup Rocketlaunchers, since you can get both versions of this weapon in many/most missions, and act as a Rocketofficer or Gunner.
So in short yes, as said, the classes became quite meaningless in RC3 and it is exactly that what I want to avoid.
There are no Weapon PowerUps on B02 except the Beacon at the end of the game. I did this on purpose so every class has only the weapons and abilities given to them at the very moment they were purchased. This way, every class has it's area and meaning, every class is a specialist in a specific area and can only use the weapons they were given.

On this point, I would like to repeat what I said earlier: I am going to add Anti-Spy units, who will attack Saboteurs as well as the other classes. This way a threat is on the map who will prevent the Saboteur moving forth just like that and it will make them depend more on the team than in the Build 6 of the map.

No rude-ness, jerkish-ness, offense intended. :ninjameditate:

BANANA!
Posted Image


#11 dubstar

dubstar

    Ultra violence

  • Renegade Moderators
  • 342 posts
  • Steam:
    dubXP
  • Location:
    England, UK

Posted 17 April 2012 - 07:49 AM

Anti spy units sound great, this will slow the saboteur.
good luck completing the project, I will be checking the forums waiting for the next release to play ^_^
Support Officer

#12 SarahDX

SarahDX

    Hurt me plenty

  • Members
  • 223 posts
  • Location:
    In the Cookiejar, where else? ;3

Posted 18 April 2012 - 07:53 AM

Build 7 is out.

changelog:

-fixed the k button crash
-fixed the Obelisk glitch that would allow the Obelisk to shoot even if the Power Plant is destroyed and/or the Obelisk itself too.
-removed the Purchase Terminals from the hut and placed some small healing and ammo powerups to give Healers and Ammo guys a bigger meaning.
-fixed the endgame crash that would crash the server after GDI won the game by beaconing the ped.
-added a few more VIS spots, some areas needed them.
-added Anti-Spy units, these units will hunt down players only, regardless what they are.
-changed the Boss fight.
-increased all building health levels except the one of the Hand of Nod by 50%.
-all buildings that were vulnerable by non MCT damage till 25% of the HP bar were drained are now invulnerable to non MCT damage. These buildings are: The Nod Refinery, The Nod Powerplant, the Nod Communications Center.
-removed the door of the hut in order to prevent AIs and/or players getting stuck in/with it.
-other minor changes and bug fixes.

Note on the Anti-Spy, the Anti-Spy can appear in form of any Nod Infantry unit.
Updated the first post with the changelog and the new download.

BANANA!
Posted Image


#13 SarahDX

SarahDX

    Hurt me plenty

  • Members
  • 223 posts
  • Location:
    In the Cookiejar, where else? ;3

Posted 25 August 2012 - 02:54 PM

Made a new Beta/Build which uses custom scripts that zunnie and/or I made, you can play it Serverside on my Server but you cannot host it yourself as long as you don't have these Scripts.

Update Build 8
-Gave every class except the Medic a Weak version of the RepairGun, it has half the ammo, half the range, 1/3rd of the power and a bigger delay between the shots than the Medic's RepairGun
-The Medic now regenerates the ammo for the RepairGun very slowly
-The Medic regenerates health and armor slowly
-Doubled the health and armor points of the Saboteur
-Added a slow Ammo regeneration to the Ammo Guy so he can supply himself with Ammo without overpowering him
-Increased the damage of the Sniper Rifle that the Sniper guy has so he is more useful as Anti-Infantry
-Made the Laser Rifle of the Average guy even more accurate/precise
-Changed the Laserfence script so that you don't get a PM if it killed you
-Added various display messages to display on objective complete and/or fail
-Made some Objective display messages more detailed

BANANA!
Posted Image


#14 SarahDX

SarahDX

    Hurt me plenty

  • Members
  • 223 posts
  • Location:
    In the Cookiejar, where else? ;3

Posted 18 October 2012 - 07:18 AM

I temporarily removed the Download of the map because I begun making the overhaul of B02, it will require the players who got the old version(s) to delete them from their Game Client, otherwise there could be problems that those players will not benefit from the new VIS I applied to the map as well as being unable to see the other changes I made such as changing some textures and minor changes on the Model itself.

Some stuff to mention ahead for the upcoming C&C_Coop_B02_B9:
-The Class system the way it is in B01 will be applied to B02.

-Players can access the Hand of Nod's basement, the Pedestal will be found there instead of the roof, the Hand of Nod will not be vulnerable to external damage any longer ( like when you don't attack the MCT = external damage ).

-The Difficulty system will also be applied to B02, though, B01 only featured up to Hard, B02 might eventually go up to Extreme.

-The Anti-Saboteur AI from B01 will be used in B02 as well ( only Officers and Bosses can see Saboteurs without help ).

-Aside of getting the Difficulty system added, the Gameplay in general will differ at some point(s).

BANANA!
Posted Image


#15 SarahDX

SarahDX

    Hurt me plenty

  • Members
  • 223 posts
  • Location:
    In the Cookiejar, where else? ;3

Posted 01 November 2012 - 05:06 PM

Here's some preview Screenshots of the upcoming C&C_Coop_B02_B9, mostly showing the retexturing I have been doing and the new liightning:

Posted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted Image

Unlike the previous builds/betas of B02, B02_B9 will feature a checkpoint system that will directly respawn the players to that corresponding Checkpoint along with having some Purchase Terminals there, instead of having to run into somekind of Teleporter or so to get to the Checkpoint. As of yesterday, I have completed my work on that checkpoint system for B02_B9 after many solo test runs.

I haven't done much yet about the Gameplay. I ported various stuff from B01 to B02 already and that kind of stuff is already setup ( like the classes and such ), I also made a Engineer AI Script that makes Engineer AIs repair some stuff assigned to them, however, they can also attack enemies with lethal ammo. That Script will be used on B02_B9.

BANANA!
Posted Image


#16 SarahDX

SarahDX

    Hurt me plenty

  • Members
  • 223 posts
  • Location:
    In the Cookiejar, where else? ;3

Posted 01 March 2013 - 10:03 PM

A little update belongs here too I suppose..

I had almost finished the Very Easy setup for this map but then I grew unsatisfied with this being the sequel to C&C_Coop_B01, so I discontinued it.
Someday there will be a C&C_Coop_B02, I do not know when this will be, but certainly I will have to completely overhaul it. This means that I will also redo the Terrain and it will probably be something entirely different from what B02 originally looked like ( speaking of C&C_Coop_B02_B1 till C&C_Coop_B02_B8 ).

I might eventually finish this map I had originally planned as C&C_Coop_B02_B9 but not as part of the Bxx Campaign or as a different Bxx Mission with slightly modified Terrain, but we will see about that in the future.

It is however possible that I *might* release a different mod/map series for now or that I *might* skip B02 for now and release/make another Bxx Mission, stay tuned!

BANANA!
Posted Image


#17 SarahDX

SarahDX

    Hurt me plenty

  • Members
  • 223 posts
  • Location:
    In the Cookiejar, where else? ;3

Posted 22 June 2013 - 09:26 PM

Plans have changed and in the end I have used the Terrain afterall and came up with a C&C_Coop_B02_B10!

The Map plays differently from previous B02 versions, yes it is similar to the never finished C&C_Coop_B02_B9 that never really saw the daylight.
Due to some messups that happened and other buggy problems, the release of the Map was kinda delayed because I had to redo stuff that I had already done but then any messup or bug came up and screwed everything, sigh, but I tried to save it somehow and with some workarounds I managed to put out the Map without it being crippled, sure, there were some things that I wanted to implement but which didn't work out afterall, but it can't be helped....

Anyways!, C&C_Coop_B02_B10 it is. Features are:

Spoiler


Updated the first post with the Download and stuff.

BANANA!
Posted Image





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users