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-Has the same Class system as B01 ( Class system is supposed to be used throughout all of the BXX Maps that I make ).
-Very Easy, Easy and Medium difficulties.
-New dynamic Stealth system for the Saboteur
( Note: This Stealth system works just how regular Stealth was supposed to be like, means, if you shot, you uncloak.. and if you uncloak, you're visible to everyone, thus, every enemy can see and attack you!, however, if you're cloaked, you're invisible and no one can see you ( except the Anti-Stealth Units! ), if, you uncloaked and an enemy saw you, they will be aware of you and continue to pursue and attack you even if you cloaked again, however, if they got distracted by for example another unit, they will forget about you. This new Stealth system also works on Vehicles properly, it is not however, being used on Vehicles in B02. )
-New Anti-Stealth system.
( Note: Since I made a new Stealth system, I also wanted/needed a proper new Anti-Stealth, otherwise the Stealth units are overpowered! :P/> )
-More power for the Rocket Launchers of the Ammo Man and the Heavy Classes.
-Increased the Health level of the Saboteur by 150% and the Armor level by 100%.
( Note: This was done due to the new Stealth system taking away the very powerful Spy-like Stealth that the Saboteur had, thus setting a higher requirement for this Class to actually fight at some more occasions. )
-Added new Secondary fire to the Saboteur's USP .45 and the G36k.
( Note: The Secondary fire has more power than the Primary one, the bullets are electric and thus, can even damage Armor a bit, in exchange for that, the bullet cost is higher, so you will pay 6 bullets for a Secondary fire shot of the USP .45 and 2 bullets for the Secondary fire of the G36k. )
-Difficulty Scaler V2.
-Optional Objective choices ( ignore them or fail them to walk a different path! )
-Story resumes where B01 left off.
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. )
This is a map too made by me which I had started working on shortly after I completed my previous map, C&C_Coop_BeachAssault.
Now, I kinda took long to release this map, that's because I paused working on it a few times and I also do NOT focus as much on modding/mapping projects for C&C: Renegade anymore, as I am now also doing some other stuff from time to time ( modding/mapping for other games that is :P/> ) So future updates or new maps might take a slight bit longer for me to release them. xP
However! about the map:
It is not entirely complete and is now in a public beta stage. When I made this post, I did NOT have the opportunity to test it with other players yet and, since it's a CooP map, you cannot really test it and say it's good if you're solo lol. So in short, the current version is a beta ( C&C_Coop_B02_BXX.mix ) where as the XX is replaced by a number.
There is currently not much to say about this map, some things would be:
It features 2 cathegories of objectives which influence the game.
[Primary], You will have to do them to get ahead and some will even make you lose the game in case you fail them.
[Secondary], You don't have to do them but they will influence the gameplay in different ways, which can be:
decreasing the enemies' firepower
crippling base defences
reinforcements for the players
vehicles for the players
waypath that the players can go
It also has a new class system in use but this is still being worked on ( since I did NOT have the opportunity to do some public testing yet ) but I may roughly say so much to that:Spoiler
For B02, I had planned ( and already made ) a Class system in form of Purchasable characters that are specialised at certain areas..
Areas such as:
Heavy Gun Expert:
The class with the highest health level and heaviest weapons, he runs the slowest of the entire choices a player has but is for that, Armed with a ( modified ) Chaingun and a ( modified ) Improved Rocketlauncher.
The Chaingun is a kinda in-accurate at bigger distances ( kinda like a real gunner, right? ) however, it deals slightly more damage for that and has 75 bullets per round and has 10 rounds in total.
The Improved Rocketlauncher also deals more damage and has a total amount of 10 rounds.
This class is basically specified at putting an area under heavy fire and blowing up small defenses and armored units ( Turrets, Gunemplacements, Guard Towers, Tanks ), meant to take some hits but is in exchange in-accurate at bigger distances ( more of a med distance class ).
The Riflemen ( or whatever you want to call it, don't really have a name for it xD )
This class got a medium set of life points and a normal running speed.
Thiss class is armed with a ( modified ) Laser Rifle and some timed C4, the Laser Rifle has now 50 bullets per rounds and also a total of 10 rounds. The Laser Rifle is made very precise and the damage level is unchanged, making this class someone who can precisely deal damage at medium distances and acting more of a support fire ( being able to make accurate shots and deal damage on structures, more to that later )
This class has a bit less in lifepoints but is not on a low set and it also has a normal movespeed. This class is armed with a ( modified ) Improved Repairgun, which now only shoots once ( like a Railgun or a Personal Ion Cannon ) but for that heals 60 in that single shot, it can also deal damage ( 40 ) in one shot, the range is unchanged, it also has limited ammo ( 10 bullets per round, 10 rounds in total ) This weapon is not meant to be used as a main combat weapon and more of a "use it in case you don't have any ammo for your primary weapon anymore" or in short, for a desperate situation. The primary weapon of this class is a ( modified ) Shotgun, which has improved damage and doubled range. In short, the Healer class is meant to be mainly healing and can actually deal some support damage.
The Ammo supplier:
This class is armed with a weaker version of both, a Chaingun and a Rocketlauncher.
The Chaingun deals slightly less damage while the Rocketlauncher fires at a lower speed and deals only half of the damage of the Improved version that the Heavygun Expert has ( still more than the standard Ren ones though ).
The Ammo supplier also has a lower movespeed, which is still higher than the Heavygun Expert's and The Ammo supplier also has a higher set of health ( not nearly as high as the Heavy gun expert though, you can say it's only slightly higher than the Rifleman's health set )
The Ammo supplier is meant to act as a mobile ammo refill while being able to deal supportive heavy damage on armored units, you can go to the Ammo supplier and press E ( by default ) and you will get back 4 rounds of ammo for 500 credits. More on that later.
The Sniper has a low set of health and a slightly improved movespeed. The Sniper is armed with a ( modified ) Sniper Rifle, which has now 6 bullets per round and also a total of 10 rounds, the rest is unchanged on this weapon. This class also has a handgun, which has a much higher range at the cost of damage, it has limited ammo ( 12 bullets per round, 6 rounds in total), it is also equipped with a scope ( xP ).
The Sniper, due to it's low health set, is meant to now stay back instead of rushing forth and being at the front, they will now have great difficulties in trying to stay at the front line and will rather want to take a sniper position and take out targets at range, the Sniper is, of course, a high range class and an absolute anti-infantry unit.
The C4 Expert:
This is the final class, it's movespeed is the highest of all and this class has the lowest set of health of all classes.
It is armed with all kinds of ( modified ) C4 and with a ( modified ) handgun.
The C4 deals slightly different damage ( which is mostly slightly higher than default Ren ) and this class carries quite a lot of it with it. The handgun, which is this class's only firegun, has a much improved damage and a slightly improved range, just as the Sniper's handgun, this handgun too has limited ammo, with 12 bullets per round and 10 rounds in total.
The C4 Expert acts also as a spy, AI's wont attack this class even if it fires on them unless any ( for the AI's ) enemy troops are nearby.
The C4 Expert mainly acts as a unit who destroys structures, infiltrates camps and disables covered SAM Sites as well as disabling/crippling heavy defences, due to it's low health and poor equipment on firearms it wont survive long in a combat, if at all, the C4 Expert wont most likely survive a blast of it's own C4 and if it should survive it, then very close to death. There is also something else to say to this class but more on that later.
This class system was made up the way it is specially for the Coop_B02 map I am making, as said before and by TNaismith earlier. On this map, I made Structures ( such as the Tiberium Refinery, Powerplant and so on ) only destructable from the inside ( MCT ), you can deal up to 25% damage on the structures from the outside ( anything that is not the MCT ). This does not count for the Nod Obelisk, which is 100% invulnerable to any non MCT damage, which means you gotta go inside and attack the MCT if you want to kill it and the Hand of Nod, which can be 100%ly destroyed without attacking the MCT.
I am saying that, because this gives the Riflemen and mostly the C4 Expert a special meaning, as they are the only ones carrying C4 with them ( Where as the Riflemen currently has 2 Timed's and the C4 Expert 5 Remotes and 2 Timed's as well as a bunch of proxies ( is being worked on ) ) and 1 C4 Expert cannot blow up a structure with all the C4 they have, which either means to have an Ammo class around to supply them with additional C4 ( refill ) or to have multiple C4 Experts.
The C4 Expert is currently still a work in progress class, the spy abilitiy is working as described above, however, I experienced that the last TT patch had brought some new stealth abilities with it, which I am currently wanting to test to see if these are anything better. However, so far.. this spy script used is the best working spy/stealth script that I have come across that works with bots/AI's of all kinds and I also found a way to make bots attack objects that even have this script in order to have somekind of Anti-Spy/stealth.
The Ammo class is very important, because there is no class so far that has any infinite ammo weapons. At the moment, even the Ammo class itself needs someone to supply it with Ammo, as the Ammo class cannot supply itself. I had been thinking of giving this class infinite ammo but this is in my opinion just wrong. So the Ammo class needs a second Ammo class player who supplies them with Ammo, which then again encourages teamplay on that point too. Over the entire B02 map, I have only placed 2 Purchase Terminals. 1 being at the start and 1 being at a checkpoint in a hut ( which will only be spawned if certain objectives were fullfilled/accomplished ). With that, your team of players will always need to have at least 1 Ammo class with it in order to progress, there is no such thing as rushing forth, soloing and using 1 class to pwn the map only.
Here some pictures about the map.
Note: these are beta pictures and mostly do not contain any visible spawners and stuff, they are mainly intended as a rough example of how the map looks like.
Note: The Download is temporarily removed as I am making an overhaul of the entire map, which either way requires you to remove the old versions of the map from your Game Client.
Future Updates of this map are also going to be posted here.
This map was made with the Scripts 4.0 btw
Update 14.04.2012, 01:41AM UTC 0 -- Build 6
-changed the Nod Obelisk script in order to prevent some glitches
-reduced the A-10 bomb explosion radius by 50%
Update 18.04.2012, 08:38AM UTC 0 -- Build 7
-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.
Update 25.08.2012 03:41PM UTC 0 -- 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