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#381 StolenTech

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Posted 23 November 2017 - 10:44 AM

you can only have Desert theater for the sand or Lunar theater for the moon atmosphere, can't have of them present at the same time.



#382 doctormedic

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Posted 23 November 2017 - 07:11 PM

You can use some dark light posts and water to give the illusion of stars dotted around the galaxy,but that is better off outside the playing field as the area is so dark that you cant even see dogs and ships crossing the dark waters.

 

Unless that is your intention which you should try by all means and see how it works out.



#383 John Carver

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Posted 25 November 2017 - 08:23 AM

So, just to gather all my works, ill make one post.

Heres the all things ive made so far:

--Challenges--

Mechanized
Outbreak
Ballistic
Clone Wars (Raw map, and maybe obselite due to upcoming hero challenge in 3.3.3)

--Covert ops--

Mechanized CO-OP version
Mechanized "Aftermath" (basically covert op.)
Mechanized "Aftermath" sequel

--Planned--
Third mission, which utilizes my armory and mobile tents (thru, im not sure if that would be necesarry)

P.S - this versions are modified a little bit, if they was existing before - just bugfixes, etc.


Attached File  Mechanized Challenge v12.zip   128.33KB   212 downloads
Attached File  Outbreak Challenge v4.zip   82.52KB   175 downloads
Attached File  Ballistic Challenge v5.zip   112.41KB   183 downloads
Attached File  Clone Wars challenge.zip   61.87KB   155 downloads
Attached File  Mechanized co-op.zip   135KB   131 downloads
Attached File  Mecha aftermath.zip   199.13KB   135 downloads
Attached File  Mechanized aftermath 2.zip   422.81KB   151 downloads


Edited by John Carver, 07 December 2017 - 03:10 PM.


#384 Kirov_Fury

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Posted 26 November 2017 - 08:52 AM

You can use some dark light posts and water to give the illusion of stars dotted around the galaxy,but that is better off outside the playing field as the area is so dark that you cant even see dogs and ships crossing the dark waters.

Unless that is your intention which you should try by all means and see how it works out.


Thanks, I really much appreciate the advice ! This might be really useful unless the devs release that "space water"
tileset in map editor.

@John Carver, great work !

#385 Terminal Velocity

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Posted 29 November 2017 - 09:50 AM

Don't know why I didn't thought of that before, but after looking through MentalOmegaMaps.ini, I tried copying some stuff directly into a map,and guess what? - It worked.

16giazb.jpg

So it's possible to have some neat stuff like selecting a map in Challenge tab, adding restrictions on player faction/colors, and no longer having to set up your opponents manually. The only thing I haven't figured out is how to remove the AI starting positions frow the preview.

Here's one of my maps as an example:

Attached File  Overload.zip   154.17KB   156 downloads


MO2.0 Ares Port (Beta):

https://drive.google...BIYEYXz7u8KCAMr

My maps:


#386 FELITH

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Posted 29 November 2017 - 12:19 PM

The only thing I haven't figured out is how to remove the AI starting positions frow the preview.

I'm waiting on that feature as well. https://forums.cncne...-my-custom-map/
 

It's easiest to use a waypoint index higher than 7 for the EnemyHouse spawn location, the client allows it, and I think the game should allow it too (IIRC it works at least in Tiberian Sun).

So for example place waypoint 10 in the map editor and specify that for the EnemyHouse0 starting location. Use waypoints 0-7 for human players only.

you can try this but it didn't work on me. maybe I'm too newbie for mapping.

Edited by FELITH, 29 November 2017 - 12:45 PM.


#387 UNSC THE CHILL OF WAR

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Posted 29 November 2017 - 12:32 PM

Can the mentalomegamaps.ini be used with the XCC mixer? And can it be used to make maps available in tech share and ultimate alliance?

#388 StolenTech

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Posted 29 November 2017 - 12:53 PM

you might want to keep a backup mentalomegamaps.ini, I said this once before but so many custom map makers edited it and while the map in mind got edited properly others maps had a side-effect and stopped working properly.



#389 Handepsilon

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Posted 29 November 2017 - 05:33 PM

Can the mentalomegamaps.ini be used with the XCC mixer? And can it be used to make maps available in tech share and ultimate alliance?

 

You can also ini-edit the map to include the modes (it's possible). But the rest of the players will need to have the edited map as well


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#390 PACER

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Posted 29 November 2017 - 07:32 PM

Don't know why I didn't thought of that before, but after looking through MentalOmegaMaps.ini, I tried copying some stuff directly into a map,and guess what? - It worked.
16giazb.jpg
So it's possible to have some neat stuff like selecting a map in Challenge tab, adding restrictions on player faction/colors, and no longer having to set up your opponents manually. The only thing I haven't figured out is how to remove the AI starting positions frow the preview.
Here's one of my maps as an example:
attachicon.gifOverload.zip


I think that starting positions for opponents in challenge mode are hard-coded to be 3-5

In-game speed vs real life speed?   
Malver in Obisidian Sands?   
Strength-Agility-Intellect subfactions?    


#391 UNSC THE CHILL OF WAR

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Posted 29 November 2017 - 08:55 PM

Can the mentalomegamaps.ini be used with the XCC mixer? And can it be used to make maps available in tech share and ultimate alliance?

 
You can also ini-edit the map to include the modes (it's possible). But the rest of the players will need to have the edited map as well

Ah. How would this be done?
(I know next to nothing about this, but id like to know to good maps)

#392 John Carver

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Posted 29 November 2017 - 09:45 PM

Nice, Maybe, ill need to make that too, if i aquire instructions. I can also make difficulty levels, but im just waiting till ordered, for example, ask for "prepare map, make it have difficulty and etc" Because im starting to figure out how to make difficulty levels, but, without proper ini editing from "masters" of map making, it will remain in the same state. As im too afraid to mess up the INI of this, in which im not so good at the moment.

Side note: by now im finished the second covert op., but yet im still bugtesting it and finishing the script job. Soon youre be able to witness something unique, which was made without interferring with rulesMO.ini. ;)



#393 Handepsilon

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Posted 30 November 2017 - 02:44 AM

 

 

Can the mentalomegamaps.ini be used with the XCC mixer? And can it be used to make maps available in tech share and ultimate alliance?

 
You can also ini-edit the map to include the modes (it's possible). But the rest of the players will need to have the edited map as well

Ah. How would this be done?
(I know next to nothing about this, but id like to know to good maps)

 

open the map in notepad++ (notepad also works, but the spacing will most likely be gone) and find a section which has [General]. Under it, you should find Gamemode=. This determines which gamemode you can put the map in.

 

I won't recommend using mentalomegamaps.ini since it gets changed every update, and the editing it will give you the red warning message to other players.


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#394 FELITH

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Posted 30 November 2017 - 03:49 AM

open the map in notepad++ (notepad also works, but the spacing will most likely be gone) and find a section which has [General]. Under it, you should find Gamemode=. This determines which gamemode you can put the map in.

Client stuff from MentalOmegaMaps.ini, they should be under section [Basic] in map file.

#395 Handepsilon

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Posted 30 November 2017 - 04:05 AM

Open the map, not MentalOmegaMaps.ini


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#396 FELITH

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Posted 30 November 2017 - 04:11 AM

sorry for my suck english again. but put Gamemode= under [General] that is not gonna work.
edit: these are client stuff what I meant.

GameMode=standard,Custom,asd xyz (This will make Client create new gamemodes as "Custom" & "Asd xyz" and put your map into these gamemodes.)
IsCoopMission=<no|yes> (if this set to <yes> it will force all player in the lobby to select team A, default is <no>)
Briefing=this message will be overlay on Client preview. (Use @ to insert a line break.)
UnitCount=<0-50> (force spawn number of starting units in-game by ignoring setting on Client.)
DisallowedPlayerSides=<#subFactionID>,...
DisallowedPlayerColors=<#ColorID>,...
EnemyHouse0=<#subFactionID>,<#ColorID>,<#StartingPointID>

[ForcedOptions] section & ForcedOptions= under [Basic] are not working atm.


Edited by FELITH, 30 November 2017 - 05:36 AM.


#397 Handepsilon

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Posted 30 November 2017 - 06:01 AM

Still the wrong file, but actually that last part was my bad. It's [Basic], not [General]. Here's what I got from gryphonparadise.map
 
[Basic]
Name=(6) Gryphon Paradise
Percent=0
GameMode=standard
HomeCell=98
InitTime=10000
Official=yes
EndOfGame=no
FreeRadar=no
MaxPlayer=6
MinPlayer=2
SkipScore=no
TrainCrate=no
TruckCrate=no
AltHomeCell=99
OneTimeOnly=no
CarryOverCap=0
NewINIFormat=4
NextScenario=
SkipMapSelect=no
CarryOverMoney=0.000000
AltNextScenario=
MultiplayerOnly=1
IceGrowthEnabled=yes
VeinGrowthEnabled=yes
TiberiumGrowthEnabled=yes
IgnoreGlobalAITriggers=no
TiberiumDeathToVisceroid=no
These can unfortunately only work with MentalOmegaMaps.ini. I've tried implementing it on the map itself, but it won't work.
 
DisallowedPlayerSides=<#subFactionID>,...
DisallowedPlayerColors=<#ColorID>,...
EnemyHouse0=<#subFactionID>,<#ColorID>,<#StartingPointID>

Edited by Handepsilon, 30 November 2017 - 06:01 AM.

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#398 FELITH

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Posted 30 November 2017 - 06:21 AM

These can unfortunately only work with MentalOmegaMaps.ini. I've tried implementing it on the map itself, but it won't work.

DisallowedPlayerSides=<#subFactionID>,...
DisallowedPlayerColors=<#ColorID>,...
EnemyHouse0=<#subFactionID>,<#ColorID>,<#StartingPointID>

Strange :/ Did you put those under [Basic] section. It's working for me.

edit: and Terminal Velocity. check out his map.


Edited by FELITH, 30 November 2017 - 06:37 AM.


#399 Handepsilon

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Posted 30 November 2017 - 06:38 AM

Did you but it under the basic of the map file or the mentalomegamaps.ini?

And by map I mean literally opening the .map files with notepad, just in case you haven't caught on

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#400 FELITH

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Posted 30 November 2017 - 06:39 AM

.map

edit: I will never edit mentalomegamaps.ini file. same reason as you said above.


Edited by FELITH, 30 November 2017 - 06:49 AM.





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