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#1 ReKoil

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Posted 24 November 2013 - 10:45 PM

First off, this map has some different purchase options:
-The 1k characters (mobius, sydney(PIC) and havoc) are purchaseable for 5000.
-The cheap (150) sydney now gives an acolyte and costs 300.
-Patch now gives a templar and costs 900.

Some infos on the map:
-From the spawn area, when walking out of the room, turn left and then left again and then right to get to a small side room with the checkpoint teleporters.
-The mission progresses like the sp mission most of the time, with the objectives of the sp mission (destroying the sam site trucks and mobile radars) unlocking bonus vehicles. Though there are other things that unlock vehicles too (a truck and a turret).
-In some areas progress will be halted till you destroy certain things. For the first area (church area) you have to find and destroy 5 MCT's. At the town square you have to kill all 5 cannon emplacements to move on. Progress will be hindered at the downed chinook as well; find the mct in the previous area and kill it. Just before you arrive at the obelisk you will have to destroy an MCT as well as the 4 ssm crates to move on.
-In the final area with the obelisk you have to kill the obelisk from outside before you can enter it. At the bottom of the obelisk will be the boss fight. Killing the boss will unlock access to the beacon. You can then return topside and continue down the road to the pedestal.

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#2 ChaosLegionnaire

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    Hey, not too rough!

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Posted 26 November 2013 - 11:20 AM

-The cheap (150) sydney now gives an acolyte and costs 500.
-Patch now gives a templar and costs 1000.

as i mentioned before in-game, not sure if u made a mistake between those two chars but the 150 sydney gives an acolyte with a tib flechette gun which is equal to a patch and the 450 patch gives a templar with a crappy 10 round tib auto rifle which is crappier than a 150 sydney. i think u might have gotten the two chars mixed up or swopped around...
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#3 ReKoil

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Posted 26 November 2013 - 10:00 PM

-The cheap (150) sydney now gives an acolyte and costs 500.
-Patch now gives a templar and costs 1000.

as i mentioned before in-game, not sure if u made a mistake between those two chars but the 150 sydney gives an acolyte with a tib flechette gun which is equal to a patch and the 450 patch gives a templar with a crappy 10 round tib auto rifle which is crappier than a 150 sydney. i think u might have gotten the two chars mixed up or swopped around...


those are actually the default weapons they have. I've switched them around now ^^
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#4 ReKoil

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Posted 28 November 2013 - 12:47 PM

Changelist for the recent updates:
-Changed the wreck scripts so now the vehicle after repairing the wreck will not be auto teamed to gdi (the double spawning of wrecks has also been fixed)
-Increased spawn time by 5 seconds
-Decreased accuracy on all infantry bots
-Decreased light tank, turret, cannon emplacement and artillery accuracy
-Decreased cannon and gun emplacements health by 1/4th

-Removed 6 spawners at 2nd check pt area (the square)
-Removed 6 spawners at 2nd mammy area
-Removed 2 spawners near final mct before obby
-Moved the annoying voltbot spawn near obby to the secrets area to annoy the secret collectors instead :3
-Moved 1 volt bot spawn from obby area to inside the obby (top level)
-Added a hummvee spawn at church which will spawn on killing the 2 buggies that are next to each other
-Added powerups (health, armor, refilldisc) at the final mct before obby
-Added a refilldic at obby top floor, to the right of the elevator



EDIT 30 Nov 2013: Final update (yesterday):
-Replaced the turrets with a different preset turret, since the old ones were pushable by vehicles
-Further accuracy changes on SOME bots
-Deleted 1 bot near 2nd mammy spawn
-Deleted 4 bots near final MCT area before obby
-Made SSM crates easier to kill
-Switched med and hummvee spawn at 1st checkpoint around, because the hummvee is smaller and thus can fit past the wreck easier
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#5 SarahDX

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Posted 02 February 2014 - 09:12 PM

Almost the classic RC3 ( Renegade Co-op 3 ) style on this mod, I'm saying 'almost' because on this mod, spawns either run out or get disabled as areas get secured, which is good.

I have had 2 games on this mod so far, one of which I cannot even really call a game because by the time I joined, other players had already been close to the end.
Just now I had a game from almost the start onwards -- the other players were still gunning stuff down from the Cathedral when I joined in -- and it was a fun experience ( for me :P ), the difficulty doesn't seem exaggeratedly hard, though I can imagine that, since we were around 7 players most of the time ( out of which at least 3 were RC3 veterans ), the mod may be alot harder when attempting to play solo or as 2-3 persons only, of course also depending on wether these 1-3 players are RC3 veterans or not.

The mod definitely fits to the RC3 rotation and the mod itself has a higher standard than the RC3 mod.

Well done, now go and do some more Ren Co-op modding. :P xD

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#6 ReKoil

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Posted 02 August 2014 - 09:34 PM

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

Secrets:
-Moved MCT that unblocks further access to secret areas to a different location.
-Added a teleporter maze to the secret route.
-Doubled orca cost.
-Added 2 secrets.

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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#7 Havoc_116

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Posted 03 August 2014 - 10:26 AM

Have artfully thought up with a labyrinth. I only about 10 times have passed)
And still I want to tell. It is possible to add in the map beginning an obelisk the weapon for destruction of enemy cars :Wink:
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#8 ReKoil

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Posted 04 August 2014 - 06:24 PM

it is possible. But obby weapons are powerful and in the case of this map I'd rather not put one on it :#
and if i do include one i always try to put em in the map rather late :3
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#9 ReKoil

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Posted 08 June 2015 - 11:51 AM

m07 has been updated (main focus  was to get rid of the outdated spawn system and add objective messages). Changelog:

 

Spawn scipts/system & Messages:

-Added objective and chinook messages to the map.

-Changed the outdated m08_activate_encounter setup (for spawning and later disabling bots) to the objective based spawner disabling/enabling. (so no more running ahead to trigger a despawn zone).

-Added objective switches to the map. These get disabled after the next check is cleared. For example, the switch at start will no longer function once the 1st checkpoint has been secured.

-Changed zunnies spawn scripts to either JFW's or sarah's (depending on how many vehicles were spawned).

 

Gameplay Changes:
-Added a turret to the burned down inn area.
-Added a second MCT to the area directly after the village square.
-Added a tele at check 3 to help people catch up.
-Added some 1 time infantry spawners at the road to the pedestal that spawn after the boss dies.

 

Misc.

-Added a strong repair gun spawn to the map which when picked up will unlock the strong repair gun near the teleporters in the church.

-Added a laser rifle and lcg spawn to the map.

-Slight enemy vehicle health/armor decrease to make them just a bit easier to kill.
-Enemy spawners spawn time increased from 45 to 60 seconds.
-Acolyte cost reduced from 500 to 300. Templar cost reduced from 1000 to 900.
-Changed ceiling gun scripts to a less lethal one.
-Changed stationary vehicle AI scripts to MP ones.

-Fixed 3 infantry spawners in obby not despawning (fixed due to the spawn system overhaul).

-Removed all SP scripts except for m07_mobile_radar since that apparently also sets the mobile radar's animation. (objects that had their sp scripts stripped: SSM crates; SSM launchers; Fuel barrels and the cargo truck/SAM combination.)

-Wrecks now have their physical collision disabled. This because sometimes (with it enabled) when your vehicle died, you'd fall through the map.

-Added additional startup spawners for bigger games.

-Added 4 secrets.

 

 

Objective messages:

Spoiler


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#10 ReKoil

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Posted 24 June 2015 - 07:00 PM

a small update:

-secret waterside creatures now actually shoot at you. All I did was force them stationary  :D

-final chinook drop message (near obby) now also plays the sound properly.


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#11 ReKoil

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Posted 07 September 2016 - 08:29 PM

Some adjustments have been made to m07:

-Changed the setup @ second checkpoint a bit to prevent blocking the passage to the counter attack with vehicles:
    -Killing the field radars no longer spawns the GDI vehicles @ check 2
    -Triggering the counter attack right after check 2 now spawns the GDI vehicles @ check 2
    -The counter attack vehicles @ check 2 are no longer hunters
    -Added some barrels behind the Turret to block hummvees and apc's going onto the square (you can still cover people on the square by driving up to the barrels)
-Fixed an unintended shortcut for the secrets by blocking off the window near AGT gun.
-Secret switch no longer buys an orca but instead buys a mammoth tank (for 7500). The nearby teleporter's exit has changed accordingly.
-The vehicles in the final counter attack (right before obby area) are no longer hunters.
-Added checkpoint secure sound when teleporter from checkpoint 3 to obby area unlocks.
 


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