Beta/Build 1 stuff:
-All Classes Get a Health/Armor Bonus on Easy and Hard difficulty levels.
-All Classes but Heavy get a total of 100 more in their Life bar on Easy and then again on Hard, that split up between Health and Armor.
-Heavy gets a total of 50 more in his Life bar on Easy and then again on Hard, that split up between Health and Armor.
-Ammo Man and Heavy get no new Weapons on higher difficulties.
-Ammo Man and Medic both get an Area of Effect ability on Medium difficulty, the effect changes/increases/improves in some ways on Very Hard and Extreme.
-Ammo Man's AoE Regenerates Ammo slowly, the effect does not affect Ammo Man's, the effect cannot be stacked with multiple Ammo Mans. The effect does not Regenerate C4.
-Medic's AoE Regenerates Health slowly, the effect does not affect Medic's, the effect cannot be stacked with multiple Medics. The effect only affects Players and only Infantry.
-Sniper gets a Sniper Railgun, this Weapon has the same Range as his Sniper Rifle but deals less damage than a default Railgun. It is his only Weapon to pierce Armor ( i.e Tanks, Turrets ).
-Pioneer gets a Improved Personal Ion Cannon, this Weapon has 2 firing modes, the normal one we all know from the default PIC, it also deals the same damage and has the same Range, and a Volt Shotgun shot. The Shotgun shot sprays 8 bullets, if you calculate all together, you have the same damage as with the other shot. Note that the Shotgun shot has less Range.
-Medic gets a Fireballthrower, basically a Flamethrower than only shoots Fireballs ( like Mendoza in Single Player ), this Weapon has quite some efficiency against Infantry and it also has a large Range.. however, it is also capable of damaging Armor.
-Saboteur gets a Strong Autorifle, it is slightly Stronger than the default one.
-Heavy gets stronger Shield types on higher difficulties, making him a bit more resistant.
-Ammo Man's Regenerate their own Ammo for all their Weapons, slowly.
-Medic's Regenerate their own Health and Armor, as well as the Ammo for their Strong Repair Gun, slowly.
-Saboteur has working Stealth, normal enemies will only attack him if he attacked them in combat. There are Units however, who work as Anti-Saboteur, these Units are the enemy Officers and the enemy Bosses ( Holokane, Kane Clone ).
-For Ammo Man to refill others Ammo, the others just have to go to him and press the Action button ( by default the E button ) and they will get 2 rounds of Ammo for all their Weapons ( including C4 ) in exchange of 500 Credits.
-The Map features the Very Easy ( 0-2 Players ), Easy ( 3-7 Players ), Medium ( 8-12 Players ) and Hard ( 13-17 Players ) Difficulties.
-Despite that Very Hard and Extreme are not included, the Class effects for their appropriate Player Counts still do take effect, which is on 18+ Players ( Very Hard effects ) and 23+ Players ( Extreme effects ).
-All Classes have Weak Repair Guns.
-The Map uses Custom Strings, you will need a TT 4.0 Client to see them, non-4.0 users will not be likely to see them and therefore it is possible that the Strings either don't show up or that any weird stuff shows up instead, I didn't test it.
-Independend-from-the-Player Friendly AIs that go to War and actually are helpful for the Players.
-Improved Enemy AIs that don't die if there is no Player or if the Player is too far away.
-Other minor things.
Beta/Build 2 stuff:
-Increased the Vehicle blocker ( ceiling of the map ) by 20 meters in height, that should prevent some accidental stuckage that is caused sometimes by the blocker but it doesn't remove it, there is no improved VIS up there since you're not supposed to fly so high, anyway, it's been upped now.
-Added a new name string to the Player Controlled Medium Tank that clearly states that it is Amphibious.
-Improved lightning in the Laboratory.
-Fixed some VIS errors that were found in the Beta/Build 1, this doesn't mean that there is no VIS error anymore at all on this map, it is still very possible that there still are VIS errors so report them if you find any.
-Swapped Ammo types of the Strong Personal Ion Cannon so that the range of this Weapon is properly displayed.
-Solved a minor bug in the Class Script of the Medic on Difficulty increase that sometimes doesn't give the Fireball Thrower on Medium and/or higher Difficulty.
-Added a Script that prevents Vital Unit/Object/Building destruction if no player is on the Server, that will prevent a quick endgame after the map loaded as well as Players joining on a near endgame, this effect takes place whenever there is no Player on the Server regardless if a Player joined for a minute and then left.
-Fixed a minor issue related with a Spawner Script.
Beta/Build 3 stuff:
-Increased the Sniper Railgun's damage by 100%, I felt that this was necessary.
-Changed most Weapons that the Classes use to either Custom Models or Standalone Skins.
-Changed all Player Classes to either Custom Models or Standalone Skins.
-Added some more VIS points.
-Changed name strings of pretty much every Player Weapon.
-Changed the flight ceiling so that Player Controlled flying Vehicles don't get stuck by flying too high up. ( You can still get stuck but that will no longer have anything to do with the Map/flight ceiling. )
-Added new Weapon sounds for some Weapons.
-Fixed the Gameplay Pending issue.
-Other minor things.
Credits go to GrimmNL, JsxKeule, Reaver, Scrin and Urimas, for the Weapon models and/or Weapon skins, some of which I modified a bit ( in terms of textures mostly ), and to Dreganius, gnoepower, GrimmNL, Hunter-Seeker and Sisslik, for the Character models and/or Character skins, some of which I also have modified ( in terms of textures mostly ).
Credits also to everyone else whose stuff I used and/or modified.
Note: All Skins and Characters used in B01 have been turned into mostly standalone Models by me, so you do not have to worry that it replaces your skins of certain Characters, Weapons or eventually other, it is possible however that, if you use certain Skins, it can eventually override some of the textures used, so if anything shows up weird and you're using Skins, it might be because of that.
Beta/Build 4 Stuff:
-Replaced the Difficulty Scaler Version 1 used on this Map, with the Difficulty Scaler Version 2.
-Rebuilt the .mix files ( including the BXX_Stuff container file ) completely for non-4.0 users, that makes the file size for them equal to the 4.0 users map file(s).
-Due to the new Difficulty Scaling system Version 2, the Map now supports manual Difficulty Scaling by Admin/Moderator while the Map is running.
-Changed a few minor things about higher difficulties ( Medium, Hard ).
-Fixed a glitch in relation to the Healing Aura and the Ammo Regenerating Aura, which are available on Medium difficulty and higher.
-This is something that was added somewhere in-between but I officially announce it here that C&C_Coop_B01_B4 supports the !objective Command -- this will display the current Difficulty as well as the current Objectives. You can also use !o and/or !obj instead to do the same thing.
-Other minor things.
Beta/Build 5 Stuff:
-Added a couple more Manual VIS spots to solve some of the VIS errors that were found by Zorid and myself.
-Added the new Stealth system to the Map -- If the Saboteur now uncloaks he will be visible to all enemies, if he is cloaked he is only visible to the Anti-Stealth units ( Officers, Rocket Officers, Mini Bosses and Bosses ).
( Note: If the Saboteur uncloaked and an enemy saw him while being uncloaked, they will be aware of him being there even if he cloaked again. They will attempt to kill him even then ( cloaked ) unless they got distracted by something else. )
-Increased the Saboteur's Health Level by 150%.
-Increased the Saboteur's Armor Level by 100%.
-Added a Secondary Fire to the Saboteur's USP .45 -- This Secondary Fire shoots Electric bullets that cost 6 bullets of the round, however, it is alot more powerful than the Primary Fire and is capable of damaging armors.
-Added a Secondary Fire to the Saboteur's G36k -- This Secondary Fire shoots Electric bullets that cost 4 bullets of the round, however, it is alot more powerful than the Primary Fire and is capable of damaging armors.
-Fixed the Trees ( could walk/drive through some of them ).
-Added a Deathzone for the bots that will decrease the FPS usage a bit ( for Clients ) after some bots turned 'useless'.
-Modified the Ammo Man's Rocketlauncher, it now deals more damage than before. ( 50-100% for the Rocket itself, does not count for the explosion )
-Modified the Heavy's Rocketlauncher, it now deals more damage than before. ( 50-100% for the Rocket itself, does not count for the explosion )
-Changed the P90 wielding type so it is being carried by the Character properly now.
-Added a very very slow Health-only regeneration to the Landingships.
-Other minor changes.
Beta/Build 6 Stuff:
-Doubled the total amount of Rockets that the Ammo Man has for his Rocket Launcher.
-Tripled the total amount of bullets that the Sniper has for his Sniper Railgun.
-Added a new ammo crate drop ability to the Ammo Man class. It does the same as pressing E on the Ammo Man, with the difference that it does NOT cost money. The Ammo Man CANNOT pick the crate up himself to gain benefits of it.
-Added a new Health/Armor regeneration powerup drop ability to the Medic class. This powerup regenerates Health and Armor slowly for the player that picked it up, does NOT work on Vehicles or AIs, the powerup's effect can be stacked and lasts for only a short duration. The Medic cannot benefit of this ability neither.
-Added a Sentry deploy ability to the Pioneer class. This ability allows the Pioneer to deploy a Automatic Sentry Gun. The Sentry lasts for 1 minute and can be destroyed by the enemy, a Pioneer can deploy only one Sentry at a time and can re-deploy it after the minute is over. If the Pioneer who owns the Sentry dies, the Sentry dies as well, you may only have more than 1 Sentry if purchasing a new Pioneer, which is only possible if nearby a PT at the cost of 300 Credits, each additional Sentry will also last for 1 minute only each but only the last one deployed will die with the Pioneer in case of death. The Sentry is a light unit and mainly Anti-Infantry, it is capable of scratching light armored vehicles/defenses as well.
-Abilities can only be used by players who have Scripts 2.9 or higher. They are triggered on the Weapon Drop button ( assigned to Scroll Lock by default ).
-Changed the death sounds of the Medic to male ones.
-Adjusted the pathfind of the map, AIs can now get into the ventilation shaft and will no longer get stuck to the tiberium machine in the laboratory.
-Overhauled the malfunctious de-spawning process of most GDI units after the Shrine of Nod was destroyed, it now works properly and reduces lag caused by the AIs massively.
-Adjusted the VIS slightly to boost the FPS by a little bit.
-Fixed a bug where the class effects would be turned off on the hard difficulty ( Ammo regeneration aura, Health/Armor regeneration aura ).
-Fixed a bug where Weapons gained through higher difficulty levels might stay after the difficulty fell below the allowed level.
-Fixed a bug where some classes might not gain their Weapons on certain difficulties ( when using the Admin/Moderator command to skip/set to a specific difficulty level ).
-Replaced the Technician in the Shrine of Nod with a Black Hand Laserchain Gunner.
-Fixed an error where the original door and elevator tiles of the Shrine of Nod would not appear on the map and removed their temporary replacements.
-Changed a couple of the difficulty spawners to decrease chances of players getting stuck with units spawned by them.
-Replaced the hard difficulty Light Tanks with Flame Tanks.
-Other minor changes.
Changes/Fixes from the testing Versions I've had:
-Solved various VIS issues as well as that very big one around the Big Ship.
-Added a Script that allows 4 Medium Tank AIs to enter the Nod Fortress after the Gate was destroyed.
-Solved the mysterious issue about the GDI Dropoff not appearing at all after the Sam Sites were destroyed.
-Removed the 'Stairs' and put Ladders instead.
-Changed the Spawn/Startup Spawn setting so that you would most definitely Spawn as Pioneer and not as GDI MiniGunner.
-Other minor changes/fixes.
Note for the future and for the persons who participated in Test plays of this Map: You must absolutely remove older Versions of the Map from your Game Directory or you might get some problems when attempting to play it.
This is a Client Version, this means you cannot host the map with this Version of the Map, you can only play it with the Client Version on a Server that properly Hosts this Map. There is not going to be a Download for the Serverfiles of this Map.
Only download this if you do NOT use TT 4.0.
Client Version Download links:
Download @ Exodus
Currently still work in progress.
It's a remake of the map C&C_Coop_BeachAssault and it will be featuring the Class system that I made up for C&C_Coop_B02 as well as some other things which I'll mention further below, the map however will remain played from GDI's perspective.
B01 will be replacing BeachAssault as the first mission/map in the Bxx campaign, on which I started working on quite some time ago.
This remake of BeachAssault will be featuring player controlled Aircraft ( Orcas, Transport Helicopters ) as well as some decoration and environment which wasn't used in BeachAssault at all ( not counting that bit in the Tunnels )
I also plan to have some lightning on the map that BeachAssault had in a very limited way, although that lightning will be the Level Edit integrated lightning only ( I do not have the option to do otherwise xD )
I have already re-done the GDI Landingships for the remake, I was kinda satisfied with how they turned out and so, some details are of course missing to those who care about such things really bad xD :
I've also made a big GDI ship that will serve as the 'Player base of operations' in this mission. The losing condition at the start will be changed to 'if the big GDI ship is destroyed, players will lose the game' instead of 'if all GDI Landingships are destroyed, players will lose the game'.
Landingships will still be there, even more than in BeachAssault and they will be spawning GDI AI's to support the players, at least that's the plan, then again, the more Landingships you lose, the less reinforcements you get.
GunBoats will be completely removed in this remake, Landingships will however gain automatic Rocketemplacements, which are basically the same as the ones that were player controlled in BeachAssault, with the exception of being automatic as already mentioned.
I also intend to make it so that the enemies are less likely to attack the big ship before the Landingships were destroyed, there are possibilities that will lead them to attack the big Ship, but not one intentional shot to-damage-the-ship. After all Landingships were destroyed, all AI's gain the ability to freely attack the big ship, which will be endangering the mission.
For B01, the Nod shore defense line will be featuring 3 Big Shore Cannons ( you know, that big thing from Single Player M03 ) instead of only 1 of them, and it will be shooting more and be fiercer, however, it will also have a deadpoint which will be covered by other units.
There will be normal Sam Sites for both sides, all of them will have tracking rockets so that they're armed to shoot down Aircraft and turn out to be working quite well instead of those default Sam Sites, so if you wanna make use of the Aircraft as well as eventual other benefits, better destroy them.
I've made up a script that allows one to do 'custom' stuff on player count ( like, send a custom on a specific player count ), thus finally allowing a Difficulty Scale on player count for Co-Op maps, I intend to make use of that on B01, as well as some other nice little scripts that either zunnie or I had made.
B01 will be featuring custom strings, making use of the feature of TT 4.0 to have custom strings per map, thus, all classes and custom objects will have more or less their own names and that kind of stuff.
I also intend to have player controlled Medium Tanks for B01, which will appear in the hangar of the big ship. As the ship is in the water, the tanks will be able to 'swim'. It will also be possible to purchase a Medium Tank in the hangar.. ( a bunch of them spawns by default in the hangar for free though ) ..in case there's none anymore or whatever, it will cost 800 Credits.
The GDI big ship will be armed with 4 player controlled Rocketemplacements that respawn after 5 minutes if destroyed, and a player controlled Artillery Turret that will not respawn if destroyed.
That's basically it for now, things I currently intend to do or already have done. Some things are to be added or changed eventually in the future. Note that I work on this map when I feel like it, so it might take some time untill it's actually done/in first public Beta/Build stage.
Here some more preview screenshots ( note that some of the shots are eventually taken from any beta shots I made, where as the final version might look a bit different at some point ) :