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.
Custom map thread.
#381
Posted 23 November 2017 - 10:44 AM
#382
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
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.
Mechanized Challenge v12.zip 128.33KB
212 downloads
Outbreak Challenge v4.zip 82.52KB
175 downloads
Ballistic Challenge v5.zip 112.41KB
183 downloads
Clone Wars challenge.zip 61.87KB
155 downloads
Mechanized co-op.zip 135KB
131 downloads
Mecha aftermath.zip 199.13KB
135 downloads
Mechanized aftermath 2.zip 422.81KB
151 downloads
Edited by John Carver, 07 December 2017 - 03:10 PM.
#384
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
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.
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:
Overload.zip 154.17KB 156 downloads
#386
Posted 29 November 2017 - 12:19 PM
I'm waiting on that feature as well. https://forums.cncne...-my-custom-map/The only thing I haven't figured out is how to remove the AI starting positions frow the preview.
you can try this but it didn't work on me. maybe I'm too newbie for mapping.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.
Edited by FELITH, 29 November 2017 - 12:45 PM.
#387
Posted 29 November 2017 - 12:32 PM
#388
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
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
I like gnomes
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(Firestorm is still SoonTM)
#390
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.
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:
Overload.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
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
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
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.
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#394
Posted 30 November 2017 - 03:49 AM
Client stuff from MentalOmegaMaps.ini, they should be under section [Basic] in map file.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.
#395
Posted 30 November 2017 - 04:05 AM
Open the map, not MentalOmegaMaps.ini
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#396
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
Posted 30 November 2017 - 06:01 AM
[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=noThese 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.
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#398
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
Posted 30 November 2017 - 06:38 AM
And by map I mean literally opening the .map files with notepad, just in case you haven't caught on
I like gnomes
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(Firestorm is still SoonTM)
#400
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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