Jump to content


Photo

Custom map thread.


  • Please log in to reply
565 replies to this topic

#521 Divine

Divine

    Note that I was drunk when I chose the name for my forum account

  • Members
  • 1,098 posts
  • Location:Hungary

Posted 31 December 2018 - 08:30 PM

Here's a small skirmish map I made for us all:

 

https://drive.google...JUgbHhuLTxlrNvG

 

Legends say that there is a hidden artificial island somewhere on the East-Pacific where REAL COMMUNISM ™ has been tried. So far all the capitalist pigs sent there to investigate have vanished. Are you going to be the first one to return, and find out the fate of those who came before you? Or are you going to defend the island in the name of the Motherland? It's up to you. Either way, prepare for heavy urban fighting. The map has some custom features, some are very obvious, some are less so. I advise you find them all on your own, but if you are not the patient type, the readme file contains a full list of them.

 

Render:

Spoiler

Edited by Divine, 31 December 2018 - 08:31 PM.


#522 Terminal Velocity

Terminal Velocity
  • Members
  • 177 posts

Posted 31 December 2018 - 09:45 PM

@Divine: Haven't checked the map yet, but you can use NOSTR prefix for naming the objects. This way no external stringtable is needed.


My maps:

Spoiler

#523 Divine

Divine

    Note that I was drunk when I chose the name for my forum account

  • Members
  • 1,098 posts
  • Location:Hungary

Posted 31 December 2018 - 10:26 PM

@Divine: Haven't checked the map yet, but you can use NOSTR prefix for naming the objects. This way no external stringtable is needed.

Thanks for the tip, I knew of this one but only shortly after I made the string table, I released it like this because I also sent it in to nominate as an official map, and NOSTR names can't be translated in language packs.


Edited by Divine, 31 December 2018 - 10:26 PM.


#524 Handepsilon

Handepsilon

    Mapper and Mix Hacker

  • Members
  • 2,063 posts
  • Location:Indonesia
  •  No, I don't main PsiCorps. I suck at it.

Posted 01 January 2019 - 03:13 AM

Communism is so real that each and every house looks the same.

But other than that, I'd say it looks nice

I like gnomes

 

YunruThinkEmoji.png

(Sorry for any double posts, my mobile browser is messed up atm)


#525 Divine

Divine

    Note that I was drunk when I chose the name for my forum account

  • Members
  • 1,098 posts
  • Location:Hungary

Posted 03 January 2019 - 01:56 PM

Communism is so real that each and every house looks the same.

But other than that, I'd say it looks nice

That's intentional.

Spoiler


Edited by Divine, 03 January 2019 - 01:57 PM.


#526 Drezalnor

Drezalnor

    Hellish.Calculative.Eccentric.Dedicated.

  • Members
  • 208 posts
  • Location:USA
  • Projects:Command and Conquer 5:Tiberian Destiny(In incubation stage at present)
  •  PsiCorps Proselyte.A mind is a terrible thing to waste. I like Epsilon Headquarters also.

Posted 04 January 2019 - 03:09 AM

Here's a small skirmish map I made for us all:
 
https://drive.google...JUgbHhuLTxlrNvG
 
Legends say that there is a hidden artificial island somewhere on the East-Pacific where REAL COMMUNISM ™ has been tried. So far all the capitalist pigs sent there to investigate have vanished. Are you going to be the first one to return, and find out the fate of those who came before you? Or are you going to defend the island in the name of the Motherland? It's up to you. Either way, prepare for heavy urban fighting. The map has some custom features, some are very obvious, some are less so. I advise you find them all on your own, but if you are not the patient type, the readme file contains a full list of them.
 
Render:

Spoiler

Wow,this looks great.Can't wait to play this(as soon as I finish Wolfenstein 2).
"Just die already!"-Libra

#527 jabbe18

jabbe18
  • Members
  • 9 posts

Posted 14 January 2019 - 04:41 AM

I made this thread for any people who are interested in sharing their custom maps.

 

here is my first map that i made in a little over an hour.

 

EDIT:too bad the uploader is not helping me in the slightest.

I made my own map called ABW (Abandoned Base Wars) here is download -> Attached File  Abandoned base wars.zip   27.21KB   14 downloads Plz try


Edited by jabbe18, 14 January 2019 - 06:05 AM.


#528 ComradeFrana

ComradeFrana
  • Members
  • 15 posts
  • Location:Brno, Czech Republic
  • Projects:Stayin' alive
  •  Comrade

Posted 01 February 2019 - 10:16 PM

This one shouldn't have given me as much trouble as it did... Oh well.

 

Even post-Survivors, there are in my opinion not enough Scorpion Cell missions. So I made one myself. It takes place between Obsidian Sands and Survivors/Neuromancers. After the fall of Bissau, Scorpion Cell is pulling back it's forces from Turkey to protect its core facilities. Of course PsiCorps is trying to prevent that, so they captured a port that Scorpion Cell forces want to use to cross the Mediterranean. Russians decide to take advantage of the situation and launch an offensive to retake Turkey.

 

Result: Scorpion Cell in the unenviable position of having a PsiCorps fortress in front of them and Russian tank columns behind them. They need to take care of PsiCorps and capture the port and they need to do it fast. Good thing Scorpion Cell has many tricks to even the odds...

 

S5QoVlX.jpg

 

More screenshots: https://photos.app.g...6vrgSwzhQNYHEx8

 

Words of advice: This mission was pretty tricky to balance in terms of difficulty. I tried as best as I could, but I'm not really sure how much I've been successful. If you feel Mental is too unreasonable I apologize.

 

Attached Files


Edited by ComradeFrana, 01 February 2019 - 10:17 PM.


#529 Martinoz

Martinoz

    Just MK

  • C&C Guild Staff
  • 1,613 posts
  • Projects:YR Argentina Webmaster
  •  Since April 2011
  • Division:C&C Guild
  • Job:YR Argentina

Posted 03 February 2019 - 05:02 PM

A very good one mission. Par time is reasonable, I mean, there is still plenty of time on Mental to finish it below 40:00.  No savescumming is needed, no save/load ever used here :), same goes for headbanging the constant rebuilding defences.


Edited by Martinoz, 03 February 2019 - 05:16 PM.

7fqd2Qz.png


#530 DivineHate

DivineHate
  • Members
  • 27 posts

Posted 03 February 2019 - 05:18 PM

its a very good mission but tyrants make it looks easy even on mental difficulty 



#531 DivineHate

DivineHate
  • Members
  • 27 posts

Posted 03 February 2019 - 05:20 PM

i have set of chinese home made missions but the problem is they are all in chinese i couldnt translate them to english but still they are playable and so much fun



#532 Divine

Divine

    Note that I was drunk when I chose the name for my forum account

  • Members
  • 1,098 posts
  • Location:Hungary

Posted 03 February 2019 - 07:13 PM

Not sure if a coincidental choice of name or I'm being hated...



#533 Solais

Solais

    Conspiracy Theorist

  • Members
  • 1,629 posts
  • Projects:Multiple projects at Croteam

Posted 04 February 2019 - 12:01 AM

I wonder if some of the better custom missions might make it into the actual game as Covert Ops missions.



#534 DivineHate

DivineHate
  • Members
  • 27 posts

Posted 04 February 2019 - 01:05 PM

these are set of 5 chinese homemade missions by WanNiang, they are all in chinese but they are playable

dont copy mentalomegaclient.exe this will change your mentalomega into chinese version

.

 

Attached Files


Edited by DivineHate, 04 February 2019 - 01:06 PM.


#535 ComradeFrana

ComradeFrana
  • Members
  • 15 posts
  • Location:Brno, Czech Republic
  • Projects:Stayin' alive
  •  Comrade

Posted 04 February 2019 - 10:58 PM

A very good one mission. Par time is reasonable, I mean, there is still plenty of time on Mental to finish it below 40:00.  No savescumming is needed, no save/load ever used here :), same goes for headbanging the constant rebuilding defences.

To be honest I only remembered to put in the ending message and par times when I was about to post the mission. I was too lazy to play the mission yet again so I just guessed the number :p.

 

its a very good mission but tyrants make it looks easy even on mental difficulty

Well, it's possible I'm just bad at the game then. :grin: It used to be harder (15 minute shorter time limit, less reinforcements for example), but then i had trouble finishing it.

 

Edited by ComradeFrana, 04 February 2019 - 10:58 PM.


#536 DivineHate

DivineHate
  • Members
  • 27 posts

Posted 05 February 2019 - 12:39 AM

 

A very good one mission. Par time is reasonable, I mean, there is still plenty of time on Mental to finish it below 40:00.  No savescumming is needed, no save/load ever used here :), same goes for headbanging the constant rebuilding defences.

To be honest I only remembered to put in the ending message and par times when I was about to post the mission. I was too lazy to play the mission yet again so I just guessed the number :p.

 

its a very good mission but tyrants make it looks easy even on mental difficulty

Well, it's possible I'm just bad at the game then. :grin: It used to be harder (15 minute shorter time limit, less reinforcements for example), but then i had trouble finishing it.

 

 

 

yep bro tyrants can ignore all enemy base defence and hit the production buildings , and drillers can easily deploy an engineers near the tech dock , i think the map can be harder and more fun without the tyrants



#537 Solais

Solais

    Conspiracy Theorist

  • Members
  • 1,629 posts
  • Projects:Multiple projects at Croteam

Posted 05 February 2019 - 03:02 PM

https://twitter.com/...788751141650432

 

Please do. :p



#538 ComradeFrana

ComradeFrana
  • Members
  • 15 posts
  • Location:Brno, Czech Republic
  • Projects:Stayin' alive
  •  Comrade

Posted 05 February 2019 - 06:10 PM

yep bro tyrants can ignore all enemy base defence and hit the production buildings , and drillers can easily deploy an engineers near the tech dock , i think the map can be harder and more fun without the tyrants

 

The thing is, I designed the mission from the ground up with the use of Tyrants in mind. Especially the PsiCorps base layout is made to encourage their use, for example lots of defenses in the front including Tech Artillery, narrow entrances, lots of cliffs with little room to maneuver. If I'd taken Tyrants out I would probably have to make pretty drastic changes.

 

I mean, maybe I could make it work, but honestly I'd rather spend my effort on something new.


Edited by ComradeFrana, 05 February 2019 - 06:11 PM.


#539 DivineHate

DivineHate
  • Members
  • 27 posts

Posted 05 February 2019 - 10:41 PM

 

yep bro tyrants can ignore all enemy base defence and hit the production buildings , and drillers can easily deploy an engineers near the tech dock , i think the map can be harder and more fun without the tyrants

 

The thing is, I designed the mission from the ground up with the use of Tyrants in mind. Especially the PsiCorps base layout is made to encourage their use, for example lots of defenses in the front including Tech Artillery, narrow entrances, lots of cliffs with little room to maneuver. If I'd taken Tyrants out I would probably have to make pretty drastic changes.

 

I mean, maybe I could make it work, but honestly I'd rather spend my effort on something new.

 

 

keep up the great work bro your maps are quality as good as original mental omega



#540 Martinoz

Martinoz

    Just MK

  • C&C Guild Staff
  • 1,613 posts
  • Projects:YR Argentina Webmaster
  •  Since April 2011
  • Division:C&C Guild
  • Job:YR Argentina

Posted 06 February 2019 - 09:42 AM

Do not lock the tech for the player, ever - especially when he faces an enemy with superweapons and T3 units. It feels bad to use low tier stuff to break through.


7fqd2Qz.png





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users