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ReKoil

Member Since 28 Sep 2009
Offline Last Active Yesterday, 14:34
*****

#48006 Coop Screenshots

Posted by ReKoil on 24 April 2017 - 09:18 AM

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Spoiler



#46952 m09.mix

Posted by ReKoil on 07 September 2016 - 08:37 PM

Big update for m09:

-Bot spawn system overhaul. This map was still using the zone based spawn system. It is now objective based like my other maps.
-Objective messages added.
-Objective switches added at start.
-Added some additional blockers in places.
-Added additional bots in places. (18 in total, not counting secret bots)
-Changed AI scripts on Nod vehicles and defences.
-Added a MCT to the lower level of the facility.
-Moved PT and checkpoint 3 exit on upper floor of facility to a different spot.
-Added a secret.




#46951 m07.mix

Posted by ReKoil on 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.
 




#46950 new m05.mix

Posted by ReKoil on 07 September 2016 - 08:25 PM

Some tweaks & fixes for m05:

-Fixed an unintended shortcut for secrets by blocking off the window near rail/volt.
-Fixed the secret cannon fodder bots being 2 seperate teams (nod & mutant) and fighting each other by removing the Nod tanks.
-Moved civ @ check 2 onto the couch to fix it getting stuck sometimes.
-Changed secret tele to obbygun exit point.
-Boss is now stationary and timer has been doubled.

-Possible stability improvements.




#46949 m13.mix

Posted by ReKoil on 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.




#46948 GDI AOW Maps

Posted by ReKoil on 07 September 2016 - 08:18 PM

Some minor updates:

 

Mesa:
-Locked GDI Harvester in the WF to prevent enemy bots killing it over & over. WF will be unlocked when first objective is completed.

Complex:
-Tele to pic/rail now unlocks after you take the hill.




#46710 Merry Christmas

Posted by ReKoil on 25 December 2015 - 08:47 AM

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merry xmas people :3




#46677 8 years [mc] clan

Posted by ReKoil on 01 December 2015 - 03:15 PM

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#46616 getting eaten by the c4 monster

Posted by ReKoil on 17 November 2015 - 08:56 PM

'O gawd it's going to eat me!'

 

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#46525 m09.mix

Posted by ReKoil on 05 November 2015 - 10:57 PM

Note: This map requires scripts 4.0 or higher in order to play it. Scripts 3.4 or lower users will experience a bug that prevents them from playing it properly.

 

Today, m09 has been added to the rotation.

This map has the same purchase settings as m07 & m05. Tib auto rifle sydney = acolyte (for 300 credits). Patch = templar (for 900 credits).

Havoc, PIC & Mobius are available for 5000 credits.

 

Just to prevent any confusion I will try to explain how the elevators and the big turn door work on this map.

The elevators and the big lab turn door are set up in a special way; this was necesary to get them working due to how WW set these up originally. As a result the elevators/turn door do not work 100% like you'd expect them to, but they do work. In front of each elevator is a zone which will call/send off the elevator after a short delay (so you can get in). You will have to walk out and back into the zone to call the elevator if you just missed it. The elevators cannot be called while in motion. The set up for the turn door is the same.

 

On this map you start in the holding cells. You first have to clean this area of enemies (mutants and nod troops) in order to be able to acces the Purchase Terminals freely. Next you will have to fight your way through the Nod research lab where Nod and the mutants that broke out are fighting it out. Once you exit this area and enter the big cave, you will be in Nod controlled territory. Prepare for a fight and work your way to the surface. Once outside you are to make your way to the clearing. After the boss fight you will be able to grab the beacon and ion the pedestal.

 

Below are some screenshots:

 

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This map has 2 secrets.




#46109 Assassin's Kittens Unity

Posted by ReKoil on 30 September 2014 - 08:52 PM




#46061 NOD rotation invasion

Posted by ReKoil on 03 September 2014 - 08:30 PM

NOD finally had enough of GDI dominating the server rotation, with all maps except for 2 (m00_tutorial & tropics) being GDI. Kane decided to give me a visit and, with a railgun to my head, forced me to make more maps for NOD. So play these maps, so that Kane can be praised (and I might be spared of his fury)!

Joking aside though, I have made 6 serverside (so no downloading involved) mods of standard Westwood AOW MP maps. Five of these are already on the server, and have been so for a week now. These 5 maps are: C&C_Canyon, C&C_Volcano, C&C_Islands, C&C_Hourglass & C&C_Under.
The sixth is C&C_Field, which due to whatever the hell is causing it, keeps crashing 3.4 & 4.1 users (4.0 patch 1 users are unaffected) and has thus not been added to rotation so far. Due to a variety of attempted fixes I am pretty much down to my last resort: turning it into a custom map. This would mean 5 serversided maps and 1 custom map you would have to download (if you're not using 4.0 or higher scripts, otherwise the auto downloader will take care of it).
I had originally planned on holding off this post untill Field was fixed, but after trying every fix I could which did not involve turning it into a custom map, I decided to post this. This post will be updated when Field is done.

These maps are divided between 2 playstyles:
-Style 1: Canyon, Hourglass, Volcano. On this style buildings cannot be destroyed from the outside, with the exception of the AGT on Hourglass due to that map being near impossible when I did make the AGT indestructible from outside :3 The respawn time for all infantry on this style is 60 secs. There are no respawning vehicles. This style has each section blocked off from the start and each area gets unblocked as you complete objectives. This style is a fusion of Mission style & MP maps with an emphasis on the mission style.
-Style 2: Field, Islands, Under. On this style the buildings CAN be destroyed from outside. The respawn time on this style is 60 secs for all infantry, and 90 secs for respawning vehicles (respawning vehicles occur on Field & Under). This style has generally only the tunnels blocked off untill the GDI base is dead (on Under & field there is a small area in the field that is blocked off and traps some NOD bots which will be unleashed when you conquer the field). This style is also a fusion of Mission style & MP maps with more of an emphasis on the more open gameplay of the MP maps. This style also has an evenly matched ammount of dynamic bots on both teams.
On both styles the buildings will be repaired from within by hotwires.

Mendoza, Sakure & Raveshaw cost 2500 on all these maps. Stealth really works on these maps with the help of sarah and her scripts :3 Keep in mind you need to be unnoticed by any bots when you cloak in order to truly be ignored by the AI. If an AI sees you when you are about to cloak or earlier, he will hunt you down and keep shooting even though you are cloaked at the time he engages you (so make sure no bots see you when you cloak). Maps that have an AGT will decloak stealth units within a radius of the GDI base as long as the AGT is alive. Maps that have an AGT are: Hourglass, Field & Under. On Islands stealth units are also decloaked within a radius as long as the 5 GDI Guard Towers are alive. I decided to do this for Islands even though it does not have an AGT due to the map being way to easy otherwise.

All maps have hologram projectors with holokanes on them. There are switches at these projectors which will list all objectives the map has when poked. Style 1 maps except for Hourglass have the small hologramprojectors with 2 switches inside the NOD buildings. Hourglass and the style 2 maps have 1 giant holokane and hologram projector with 4 switches inside their base. Switches can be poked once every 20 seconds. Hourglass is the only map with a bossfight.

Below in the spoilers are generic guides on what to do in order to complete these missions, as well as the objectives list as they are found ingame on the switches near the holokanes. The one for Field is included even though Field is not yet operational/working.

C&C_Canyon:

Spoiler


C&C_Volcano:
Spoiler


C&C_Hourglass:
Spoiler


C&C_Field:
Spoiler


C&C_Islands:
Spoiler


C&C_Under:
Spoiler


If you kept count of the total, yes there are 39 (33 minus the broken Field) secrets spread over these 6 maps. The secret obby gun spawners occur on every map, but are however also always marked as StartsDisabled, meaning you will have to meet the requirements for getting it to spawn. On most maps this requirement is the death of either the AGT or the Barracks.

Lastly, below are two trailer videos I made for these 6 maps. the first one has footage of the malfuctioning Field in it. I left it in cause it will give you an idea of what the map was like.

Trailer 1:


Trailer 2:




#46060 teaser +_+

Posted by ReKoil on 03 September 2014 - 07:16 PM

on islands the malfunctioning secret area exit teleporter has been removed, the marker flag has been moved to the secret tele exit which untill now led to the obby gun. Obby gun now spawns elsewhere in the out of bounds secret area.

also, on canyon I removed the message updates which played on zones since especially the first one led to confusion (often someone would walk into tunnels with one of the 3 barriers still up, thus triggering the objective message for the tunnels without actually being able to enter the tunnels :3
These messages now play upon objective completion just like all the other ones on this map and the other maps.

Field is still being worked on.


#46020 teaser +_+

Posted by ReKoil on 13 August 2014 - 08:01 PM




#46016 ttm1 map Release

Posted by ReKoil on 12 August 2014 - 04:12 PM

/me posts a 17 min trailer +_+



but yea looking forward to playing it and playing with the zipline on the server :3