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ReKoil

Member Since 28 Sep 2009
Offline Last Active May 25 2023 07:00 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


#45994 m07.mix

Posted by ReKoil on 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.


#45873 I came so close....

Posted by ReKoil on 12 May 2014 - 10:15 AM

this thread is just an update on what I've been working on the past weeks: multi-turret vehicles.

I'll have to say immediately that this is probably not going to happen on the exodus server unless we upgrade to the 4.1 server, and from what Sarah told me, doing so would break a bunch of stuff as well as making her maps unplayable (since the 4.1 server wouldn't have her scripts anymore).
Reason is that on my 4.0 update 1 server as well as my 4.0 server the server WILL crash when the host object (the vehicle which has the other turrets attached to it) dies. There is no way around this (unless you want a tank which is invincible except for the added turrets? ^^). On the 4.1 server i quickly did a setup with the EXACT same setup and this crash does not occur. So yea, its a problem with the 4.0 FDS.
I also tried an alternate setup with one of sarah's scripts. But this was not meant to be either. With her script the FDS/game does NOT crash if you ONLY kill the host vehicle. If you kill ANY of the attached turrets first though, it WILL crash. This script also doesnt work on 4.1 since its not in the 4.1 scripts dll and i don't have sarah's newer scripts either :3
So yea, unfortunately this will probably never happen on our server. Nor would i want it to if it would mean sacrificing Sarah's maps as well as breaking stuff on other maps. Unless perhaps we get a separate (i.e. secondary) 4.1 server which we would only use for say events :3

That being said, I put too much work in making/ trying to fix this to NOT show you the end results :3

http://www.youtube.com/watch?v=AJDyf3_kFVU


#45831 [MC] Clan Rules

Posted by ReKoil on 21 March 2014 - 07:02 PM

[MC]-Clan rules:

 

----------------------------

Strictness 

----------------------------

 

RED        = Very 

Orange   = Average

Green     = light 

----------------------------
 

 

  • No cheating.
  • No racism.
  • Be respectful to other players; don't mock someone for being new to the game, don't call people names for no reason.
  • Must be able to learn/play as a team.
  • Don't go afk longer than 15-20 minutes while in game. If you suspect you will go afk for a longer period of time, please leave and rejoin the game later. <- this will only be enforced if the server is crowded.
  • Be able to follow/understand radio commands.
  • Fast spamming radio commands/text commands. Allowed WITHIN REASON. If asked by player/mod/admin then STOP!
  • Be able to understand/speak English in some way to ensure communication of some sort.
  • Be active to a certain degree in game.
  • You are encouraged to also be active on either IRC or on our clan forums.
  • Joining other clans is allowed as long as its not another co-op clan for Renegade. Joining Co-op clans in OTHER games is allowed. Please do tell when you are in another clan though.
  • If you decide to leave [MC] you can re-apply again if you wish, however, do not do this too often.
  • Use only one nickname with your [MC] tags. Changing your nickname associated with the [MC] tags is allowed, but don't do it too often. You MUST announce before you do so.
  • Use [MC]-Name tags on co-op servers only.
  • All [MC] clan members are NOT allowed to share any information from the private sections to anyone outside of the clan.
  • Be aware of self positioning, try not to push into or block a team mates fire as this can damage them.
  • Applicants have to be as active as possible on the server after posting an application. This will enable our members to seek you out as much as possible and play a few games with you so that they can make up their minds on your application.



#45801 [download] mc stories

Posted by ReKoil on 10 March 2014 - 04:18 PM

For those who are interested; I dug up the .pdf files for the mc stories i wrote. They used to be backed up on megaupload, but that's been down for a while now.
I couldn't find the .pdf file for the [mc] chronicles story, but luckily i still had the word files and was able to make one anyways :3

Click on the name of a .pdf file below to download:

[MC]-Story: The new NOD doomsday weapon (Operation Oblivious) (47 pages long story*)

 

Attached File  mc-oblivious.pdf   5.32MB   7 downloads

[MC]-Story: Christmas special(2009): Operation Freedom (25 pages long story*)

 

Attached File  mc-freedom.pdf   3.87MB   5 downloads

 

[MC] Story: The chronicles of [MC] (54 pages long story*)
Keep in mind this story was never finished. The .pdf file below includes everything up till chapter 4, which is empty since that's where I left off.

 

Attached File  MC Chronicles.pdf   2.06MB   6 downloads

 

 

* = title and table of contents pages included in this ammount.

 

EDIT: filefactory no longer seems to accept the payment method i was using, so I didnt extend my account. As a result all my files there have disapoofed. I have therefore now attached the .pdf files of these stories.

 

 




#45620 m07.mix

Posted by ReKoil on 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


#45614 m07.mix

Posted by ReKoil on 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.

Screenshots (thumbnails):
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thumb6.pngthumb7.pngthumb8.pngthumb9.pngthumb10.png


thumb11.pngthumb12.pngthumb13.png


thumb14.pngthumb15.pngthumb16.png


thumb17.pngthumb18.pngthumb19.pngthumb20.pngthumb21.png


thumb22.pngthumb23.pngthumb24.pngthumb25.pngthumb26.png




#44859 StarCry [Crysis Mod]

Posted by ReKoil on 26 October 2012 - 01:13 PM

For those who like stargate and have been wanting to play it in a game, I'd suggest you check out this mod :)

StarCry Website: http://www.media-pix...d6d271ed0cbd398

ModDB Page: http://www.moddb.com...-mod-for-crysis

I've frapsed some videos:






#44246 Portal 2 Community maps

Posted by ReKoil on 12 May 2012 - 07:02 AM

With the release of a level editor in the form of a free dlc for portal 2 a few days ago, I've been busy making some puzzles myself these last couple of days. I just wanted to share 'em here and thought perhaps we could use this thread for people to share their portal 2 maps as well :) Here are mine's so far:

http://steamcommunit...ls/?id=68624843
http://steamcommunit...ls/?id=70453590
http://steamcommunit...ls/?id=71268329
http://steamcommunit...ls/?id=71268776


#43839 Hi

Posted by ReKoil on 01 March 2012 - 06:49 PM

ahm.... hello :teebeer:


#43408 Killing Floor

Posted by ReKoil on 09 December 2011 - 12:02 PM

For those who are interested, Killing Floor has a free weekend this weekend AND is at 75% off also.

Also, the second edition of the twisted christmas event was launched 1 or 2 days ago, so all specimens/zombies have a different appearence atm. They took the same christmas specimens as last year and added new weapons and achievs (every event seems to have something new :D). KF has more of these events which give the look of the enemies a complete overhaul, like the summer sideshow last summer and the halloween event.

To give you an idea of how the specimens/zombies look during these events I did some frapsing a long time ago (never got around to posting them because I've been meaning to fraps some normal games against the normal specimens but never got around to it :>), of which the vids are below (halloween event I didn't fraps unfortunately).

Last years Killing Floor Twisted Christmas Event:




and a vid from the summer sideshow event:


So if you are interested in the game be sure to give it a try since it's on a free to play weekend :D


#41835 Maps/terrains

Posted by ReKoil on 12 April 2011 - 02:51 PM

TNais asked me a while back if I wanted to make some maps without the missions, so basicly the terrains for possible missions.

And thus, here is the first (view from within gmax):
Posted Image

On the above image I circled the area where I'd recommend (so you don't have to put them there if you don't want to) the spawn points for the players. The buildings don't yet have controllers, and the lower floor of the temple of NOD will have to be sealed off with wall pieces. This is because I wanted to do as little as possible so that TNais could make the mission however he wanted too, with what I made; and thus I only did the gmax part.

Some thumbnails I took ingame:
Posted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted Image

Download (zip): http://www.megaupload.com/?d=26IB2C29
Inside the zip are:
- The textures.
- The w3d file of this map.
- The gmax file of this map in case you wanted to see it.

Ps. For the building controllers it might be handy to know that the pp, obi, temple of nod and the helipad are the mp models and the HON and silo are the sp models.