Oh man, you are soooo much ahead of me I'll have to catch up I guess.
It turns out that among the 3 big chunks of this map, actually editing this map in the map editor is the hardest task. I now have no problem with scripting or ini editing, but map making really tests my artistic thought... Here's the starting location for players and the minimap shows the finished 1st section or the map: Resource Area. 4 more to go... https://imgur.com/PdfNWWp
(It seems like I still can't directly post images yet)
Do you guys think this is in its good shape? or should I make some changes? I intentionally left large area for the player to build bases though.
Oh man, you are soooo much ahead of me I'll have to catch up I guess.
It turns out that among the 3 big chunks of this map, actually editing this map in the map editor is the hardest task. I now have no problem with scripting or ini editing, but map making really tests my artistic thought... Here's the starting location for players and the minimap shows the finished 1st section or the map: Resource Area. 4 more to go... https://imgur.com/PdfNWWp
(It seems like I still can't directly post images yet)
Do you guys think this is in its good shape? or should I make some changes? I intentionally left large area for the player to build bases though.
Surely better than my first map
Just a reminder, it'll look great if you give mineral fields a darker theme, and don't spit them on roads.
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
I thought you can if you play around with MentalOmegaMaps.ini. I don't know exactly how to modify it though.
that was the ini I was referring to, however many have edited that thing before and it causes a LOT of problems, especially chinese people love to edit it even though it's not really needed.
I thought you can if you play around with MentalOmegaMaps.ini. I don't know exactly how to modify it though.
that was the ini I was referring to, however many have edited that thing before and it causes a LOT of problems, especially chinese people love to edit it even though it's not really needed.
one thing it can do is to make custom challenge maps accessible from "Challenge Easy/Medium/Hard" game modes, which may look better than just dropping the map in Custom folder. but yeah, that's really optional.
UPDATE: I changed this map a little bit to make it have a better look and easier.
As promised, here it comes. Ironjavelin Challenge.
"A combined army of unknown origin has invaded Southern Africa and established forward bases. They equipped themselves with exotic weapons from their mixed technology and are about the march forward. Don't get crushed."
Ironjavelin Challenge is a mix faction challenge against (3 of the) offensive subfactions.
Put ironjavelin.map in /Maps/Custom folder, and stringtable12.csf in Mental Omega root folder. Access this map in Standard game mode. You and your ally are at location 1 and 2, and the enemies are China at 3, Pacific Front at 4, and Haihead at 5. Recommended color for enemy is Magenta.
Again, this is the first time I made a map, so glitches may happen. However I test-run the map and everything seems to work just fine, with no malfunction observed up to now. This should be playable and actually not that hard (maybe easier than Revolution or Heavyobject, but most likely harder than the average).
I'm open to adjust its difficulty and other settings based on your feedback and if I got time I will upload a video of me playing this map some time later.
Spoiler
Changes
Almost all special units have their HP reduced. Now they are as tough as regular version or even weaker. Plague Splatter and Magnetron are still tougher than the regular version, but they also got a hefty HP nerf.
Removed part of enemy's patrol and guard units.
Changed scripts to make enemy units behave more properly.
Strategy
There's a Frontline Command (Looks just like Chinese Military HQ in Power Hunger) located at the mid-bottom of the map. Destroying it will cause enemy's reinforcement to cut half. Note that it's heavily defended and tough - can't be destroyed by one superweapon (2 will do, and the enemy doesn't repair it).
Enemy special Archon AMC can quickly destroy your airforce, while almost all other special units can quickly destroy your ground force. Carefully organize your mobile defense force and stationary defenses is a must if you don't want to be overwhelmed.
"We've received reports that the Epsilon Headquarters are conducting experiments on their genetic technology in this city before all communications are cut off. Be wary, commanders. This place is highly populated. Whatever research they were doing, it must've involved the civilians."
Set enemies as Epsilon HQ at pos 3, 4, 5. Color - Magneta. No naval combat.
Still, no render image yet. I recommend to do it with 2 players, horewer, it is possible to do solo. But expect harder time.
Spoiler
1. Theres no tech hospital at player spawn. Instead, you have 2 tech machine shops.
2. I recommend to go with mass anti-infantry, with the same principe as in mechanized - one focuses more on defence, while other player on offence.
Changelog:
Spoiler
Made timer longer, in comapison with previous version, wich may give players more space to breathe, rather that suffer from never ending rush. I hope that i made this right, still, spam didnt gone.
Moved right field of gems, so its more accesible to right player.
"The rumors are true: some lonely unidentified chineese commander, which cannot contact with main forces, managed to establish a secret industrial complex near abandoned city! Our intel are limited, but expect a lot of heavy machinary supported with heavy soldiers coming your way."
Select the map in Standard tab, set your opponents as China at locations 3 ,4 and 5. No naval combat. Optional color- brown, or orange.
Spoiler
1) Mineshafts are really durable. So single strike with superweapon wont kill it.
2) Centurions cannot be erased by Chrono legineeres, same as Charons.
3) Just forget about air assaults at the AI base.
4) Most of base defences are powered by underground reactors. So, killing surface reactors will not help much, exept immobilize Left or Right AI bases. But you can infiltrate ground power plants to temporarily disrupt power supply to middle AI.
5) Destroying all vents will start the overheating process.
6) You have around 25 minutes to prepare for enemy reinfocments. The more time you fight - the more reinforcments will appear. But thats not the problem if you defened yourself well.
7) Theres an easter egg for players at the start, wich, after discovered, can help a lot. Hint - "destruction".
8) Heavy soldiers cannot shoot Air targets.
Changelog:
Spoiler
V9 - nerfed one thing.
v10 FINAL - Fixed even more issues. Some of them: script which must spawn one thing. Also i have spread guards for each AI, so, it no longer all belongs to middle AI. This includes some defences, so now you can just bash nuclear reactors to immobilize L and R AI. But dont waste time.
Remade centurion spawning method a little bit.
Added SAM turrets near bunkers. But you still need to build AA yourself primary.
Fixed missin scripts on shafts, and sound bug with tanks.
++ added: All removed infantry/units/buildings will be included with the Map Editor, but to reduce file size, all of them uses the Radar Tower graphics.