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#1 ReKoil

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Posted 07 October 2013 - 06:27 PM

Last week or so I have been working on this map and yesterday it got put on the rotation. m13 is the small intro mission map which ive remade so that it takes up a decent amount of time. You basically follow it like the mission: move from start to the nod base and kill everything on your way. Once you walk up to the blocked off pedestal, the boss will be triggered in the middle area (area with the tiberium). Killing it will unblock the pedestal and the game can be ended.

There will be no public download link in this thread since this is a serverside map made for on the exodus server.

Here are some screenies (both direct as well as links to prevent this post from becoming even more humongous) from the map:

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#2 arnyswart

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Posted 11 October 2013 - 03:03 AM

Love your work.
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#3 dubstar

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Posted 11 October 2013 - 09:17 PM

Big thumbs up mate. The mission was really good and fits into our rotation perfectly :)

Me and Andy were loving it on ts. A few surprises and plenty of kills :D

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#4 ChaosLegionnaire

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Posted 19 October 2013 - 04:44 AM

nice~ :D the bot spam reminds me of good ol' st0rm coop.
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#5 ReKoil

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Posted 28 October 2013 - 08:50 AM

The map has been updated twice in the last couple of days.
The first update was to fix the sam sites which were some times bugged when they were about to die. I also added a weak repair gun to the start area.
The second update I beefed the sam's health because they would die in 1 rocket shot after the previous update.
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#6 andyman

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Posted 30 October 2013 - 11:19 AM

as dubstar sed GOOD MAP :) repgun nice1

#7 SarahDX

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Posted 29 January 2014 - 11:57 AM

It's a nice mod no doubt, the only thing that bothers me a bit is the OP secret weapon but oh hey.. that's just me who prefers difficulty. xD

I just had a almost 2 hours game on this mod ( mostly playing by myself, no gunner, no rocket launcher, no secret weapon, Deadeye only run ) and it was alot of fun for me to do this, well of course some random players bumped in from time to time but mostly they didn't do much other than pulling enemies and dying even though I tried to keep them alive, lol.

Ah anyways, it was a fun experience nevertheless.

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#8 ReKoil

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Posted 02 August 2014 - 09:31 PM

I've just updated m07 & m13 today. m13 changelog below:

Gameplay:
-Added several additional cinematic drops.
-Fixed Obelisk. Will now shoot you and can be destroyed. Was kind of a pain to do since it isn't a building but a Simple Object :3

Secrets:
-Added 1 secret.
-Obby secret is now blocked off untill the flame tanks are destroyed. Flame tanks have had their health reduced by 1/4th.
-Changed Obby gun weapon preset. Weapon now does normal obelisk damage rather than the OP version that was in play untill now.

Misc:
-Added the more reliable forceteam setup to the map.
-Changed a setting in the Refinery building controllers which could lag up/crash the server occasionally.
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#9 ReKoil

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Posted 26 August 2014 - 02:40 PM

m13 has had one more little update:
-Added ladders marked by a barrel on both sides of them in the pits at end of map for those who fall in (added by request).
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#10 ReKoil

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Posted 08 September 2014 - 09:48 PM

Another update +_+

-Added a secret: an initially blocked off char change pickup. The secret part is of course finding the secret switch that enables it.
-Added a message poke switch to start that gives all objectives.
-Added objective messages to the map.
-Added a few other messages to the map.
-Reduced health on all vehicles except flamer by a bit (varying from 100 to 200 depending on which vehicle).
-Doubled the amount of GDI startup spawners from 10 to 20 for when the server is more crowded :3

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#11 ReKoil

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Posted 22 September 2014 - 11:29 AM

Changes in most recent version:
-Added two GDI APC spawners (unlimited respawn) which will spawn when both meds die.
-Fixed ladders for secret chars (which then in turn bugged it out for normal chars rofl)
-Fixed ladders again so normal chars can use them.
-Fixed switch so it cant be message spammed anymore.
-Reduced accuracy on cinematic drop infantry presets, which I apparently forgot to do for this map :3 (this one was alrdy done in previous upate but i forgot to list it :3)

Edit 24-09-2014:
-Fixed a sound not playing.

This will most likely be the final update for this map.

Edited by ReKoil, 24 September 2014 - 07:27 PM.

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#12 ReKoil

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Posted 08 June 2015 - 11:39 AM

m13 has been updated once more:

 

Spawn scripts/setup changes:

-Changed the Flame Tanks' spawn scripts from zunnie's to JFW's for compatibility with 4.2 in case we ever wanna upgrade. (I was told zunnies scripts no longer exist in 4.2)

Edit: apparently sarah's plugin is not compatible with 4.2; so this change was probably not necesary +_+

-Same for the APC spawn scripts.
-Got rid of the outdated m08_Activate_Encounter scripts used for the end boss encounter & switched to the new setup im using.

 

AI:

-Changed enemy vehicle AI scripts (from SP ones to MP ones).
-GDI tanks no longer have AI scripts.
-Deleted a dual AI script on the Nod Turret (the preset had 1 and the instance on the map also had 1)

-Decreased enemy accracy.

 

Misc.
-Moved the secret chars pickup further forward since occasionally people were still getting stuck.
-Added a strong repair gun spawn near the 1st checkpoint's PT.
-Changed respawn time on weapon spawners from 5 to 3 seconds. Changed the ion beacon's respawn time from 8 to 3 seconds.
-Enemy vehicles have had a minor health decrease.
-Added 1 secret.


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#13 ReKoil

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Posted 22 June 2015 - 09:59 PM

small update:

-Added 1 more secret.


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#14 rossnisbe

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Posted 25 November 2015 - 07:57 AM

loads of update loads of screenshots and loads of fun playing M13 good job rekoil



#15 ChaosLegionnaire

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Posted 05 January 2016 - 08:58 PM

hmm, u added vehicles, meds and apcs to the map? u might wanna make the petrova boss immune to crush dmg or sumthing or put her on the side ledges of the map so vehicles cant squish her cuz its anti-climatic and a letdown if u can just run over the boss to kill it! :mad: zorid's ttm1 also has this issue with the boss fight being anti-climatic with boss squishing vehicles at the end.
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#16 dubstar

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Posted 06 January 2016 - 09:46 AM

she wouldn't stay on the ledges without barriers :( maybe she would be better situated in the area where ped is? either way I have no problem crushing her with a APC lol you are right tho she is meant to be a final level boss and everyone knows bosses are harder to kill.


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#17 rossnisbe

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Posted 09 January 2016 - 02:01 AM

and dubstar your right and pertrova is olso the final boss in the single player and multiplayer map M11 A.K.A stoping on holy ground



#18 ReKoil

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Posted 07 September 2016 - 08:21 PM

A small update for m13:

-Repositioned the boss on the nearby ledge and made her stationary so she can't be run over.


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