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00 Nobody Maps and Missions


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#341 00 Nobody

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Posted 09 August 2006 - 03:39 PM

Make what, exactly? If you're talking about seperate map folders just make a folder named maps2 or something and change its name to maps and the original maps folder to maps 1 (before switching).

For map.inis, Desert Legends RPG doesn't use a map.ini, and desert doorway defenders has a map.ini in the map folder already, so you don't have to do anything.

But seriously, what is it you're talking about?
00 Nobody Maps and Missions
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!

#342 Pals

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Posted 09 August 2006 - 03:55 PM

Simply put...WHERE do I put the files...and do I need to seperate them, or do anything fancy? Because if I do, please fill me in....I'm not really up to figuring out the fancy stuff right now (my laptop was messed up earlier today due to faulty directions on fixing part of it). Thanks again...and sorry for being so vague.
I live in the Middle East. And, no! I don't ride a camel!

Sometimes you are the only one who can make a difference.


What exactly is 'normal'?

Don't ask questions you don't want answered.

#343 00 Nobody

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Posted 09 August 2006 - 04:55 PM

Just put the entire map folder with everything in it in your 'Command and Conquer Generals Zero Hour Data\Maps' directory
00 Nobody Maps and Missions
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!

#344 Bob

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Posted 10 August 2006 - 01:38 AM

00 Nobody, could you please tell me how to make it so i can use Desert Doorway Defenders and Desert Legends RPG properly. I uninstalled generals and PR, and reinstalled them after deleting all the remaining files....and I can't remember how to properly set them up. Thank you.

If your talking about how to reinstall Generals, Zero Hour, and PR, check out the frequently asked questions page for the answer to this question.

If your asking how do I install a map that I've downloaded somewhere, heres how:

1.) Download it (save it) to either your desktop, or create a folder somewhere and save it to that folder.

2.) Go to where you've saved your map, and double click it. This should either bring up the windows extraction program (Windows XP) or WinZip (if you have that previously installed on your system).

If your system doesn't bring up anything except a box that says something like "which program do you wish to open this with, or associate this with", then you will need to download WinZip to your computer before you can open anything. You can download WinZip (trial version for free) at Download.com.

3.) Whether it's Windows Extractor, WinZip, WinRar, etc..., all of them at one point will ask you whether you want to unzip/extract the contents of this file to another folder other than the one they create as a default. Each and every time you want to unzip a map, make sure that you change the destination of what's gonna be unzipped to:

C:\Documents and Settings\Owner\My Documents\Command and Conquer Generals Zero Hour Data\Maps

Maps will only work in the ...\My Documents\Command and Conquer Generals Zero Hour Data\Maps folder, and no other folder. So if you don't see it on your map list when you play the game, check your ...\My Documents\Command and Conquer Generals Zero Hour Data\Maps to make sure it's there.

4.) When you click on finish on whatever program your using, go to the ...\My Documents\Command and Conquer Generals Zero Hour Data\Maps folder and make sure it's there, and all the of the contents (the .map file and the .tga file) are in a folder that is EXACTLY named whatever the maps name is.

Here's why I say this. One of the early mistakes first time mappers make (and I did this when I first started) is to zip up my map and the associated tga file (which worldbuilder automatically makes), into a .zip file and send it off to everyone I knew.

What I didn't realize was (and most new mappers don't) is that before you zip up a map, you MUST first put your files into a folder that has the EXACT same name as your map.

If you do not place your map and tga file in a folder, BEFORE you zip it up, then the player that you give your maps too, wont be able to see it on the map selection screen after it has been downloaded and unzipped to their computer. So if you ever make a map, ALWAYS make sure that you have your map and tga files in a folder with the exact same name as the map, and then zip it.

Worldbuilder, automatically makes this folder for you, but for beginners don't usually know that you need to include this folder with the map and tga file inside, when they zip it and send it out. Causing everyone who you sent it to, to reply back and ask, "Where's the map? I don't see it in the map selection window."


Anyway, I'll jump off the soap box now. I'm starting to ramble. It's an age thing. ;)

I hope all of this helps.
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#345 Pals

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Posted 11 August 2006 - 09:50 AM

I just played a bit of Desert Legends RPG and noticed a few things. First, when Jason first gets "in" the humvee...he is kinda standing on it. Second, you can buy a light crusader with only $250...or at least I did, so I don't think the stores are finished. Also, how do you get missions? It says you can get them, but I dont know how. It is a good map though, but might I submit a couple ideas? First, change the markers for the store into blue dots so they are more noticable, and make mission markers yellow dots (or something). And second, allow the player to purchase maps ($200 per map and each map reveals a quarter of the screen). Thats all for now...but it is really good otherwise.
I live in the Middle East. And, no! I don't ride a camel!

Sometimes you are the only one who can make a difference.


What exactly is 'normal'?

Don't ask questions you don't want answered.

#346 00 Nobody

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Posted 12 August 2006 - 08:35 PM

1. No, I'm afraid they are not quite ready, but soon I will make a map.ini for the level that makes shops better.

2. Can't make the dots blue though, sorry.

3. The missions are givin to you by the only people that do not walk around the towns.

4. The map starts out completly revealed. I have yet to implement a system for keeping camps hidden.

That should answer your questions, but please, ask questions about the map in it's topic.
00 Nobody Maps and Missions
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!

#347 00 Nobody

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Posted 20 August 2006 - 02:46 AM

NEW MAP AVAILABLE

This one is a remake of the earlier map, Battletanx. However, this one is a more advanced version with men and artillery, and has been moderately modded.

List of changes right here:
Crusader - Has a machine gun now!
Upgrade Center - Replaces Strategy Center, has upgrades for your tank, and also holds the special powers.
Repair Drone - Successfully gave it a voice and picture, as well as weapons (mac gun and missile launcher).
Repair Drone - Repairs nearby vehicles (Borrowed from DeeZire's GC_IronSide). Doubled health.
Repair Drone - Has commands (stop, etc...).
Red Guard - Now a medic! He can heal nearby infantry!
Laser Turret - Fires triple Sentry Drone Gun and now is called Machinegun Battery.
Patriot Missile Launcher - Sees farther.



All of these are very well working.

THERE IS ONLY ONE OBJECTIVE:
DESTROY THE ENEMY COMMAND CENTER


EDIT: Had to change some code so the Crusader could fire both weapons while moving, and so the Machinegun Battery would use all 3 guns (it was only using 2).

*Moved to BattleTanx Topic

Edited by 00 Nobody, 26 August 2006 - 05:43 AM.

00 Nobody Maps and Missions
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!

#348 00 Nobody

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Posted 22 August 2006 - 01:00 AM

Helloooo!

Here we go again with BattleTanx. But this time, it's special...

BATTLETANX 2: DIRECTOR'S CUT

That's right, I'm releasing a different BattleTanx map, but this one has a new twist:
It has units named like in battletanx.

Crusader --> M1A2
Militia Bot --> MotoTank
Overlord --> Goliath
Battlemaster --> Hydra
Hellbender --> HoverTank

Not only that, but it's been modded beyond that of the BattleTanx 2 Global Assault map released earlier.

Crusader - still has everything from the last one, just a different name
Militia Bot - Name change only
Overlord - Name Change only
BattleMaster - Has the Leiggionnaire missile system's weapon, name change
Hellbender - Name change only
Adv. Patriot - Now is called Gun Buddy
Leiggionnaire Missile System - Now is called Large Gun Buddy
America War Factory - Called Naval yard
China War Factory - Called Ship Yard

But that's not all!
There are now 3 'essential' buildings other than the command center. Take it out, and the enemy flow stops coming.
They Are -
War Factory
Ship/Naval Yard
Ship/Naval Yard

You can destroy any of these, and then the wave of tanks/ships that normally comes from it stops coming.

Another thing - The entire folder with the .map, .tga, and .ini is only 24 KB, and therefore is very fast loading. It only lags when multiple sets of waves spawn at once.

*Moved to BattleTanx Topic

Edited by 00 Nobody, 26 August 2006 - 05:44 AM.

00 Nobody Maps and Missions
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!

#349 00 Nobody

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Posted 26 August 2006 - 05:31 AM

Gonna make a topic for the battletanx stuff.
00 Nobody Maps and Missions
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!

#350 00 Nobody

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Posted 19 November 2006 - 06:06 PM

Little update. I've decided to resume work on the AI tester, and have already increased AI to the point where it will now build units from buildings it makes. that's all.



Also, i have a new avatar, for 00 Nobody Maps. Check it out.
00 Nobody Maps and Missions
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!

#351 Pals

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Posted 17 December 2006 - 01:03 AM

00 Nobody,
I am currently working on a new map and was wondering, can the starting point, and inner and outer borders for a player all be within the combat zone, and the waypoints to attack would just be from outside the outer boarder to the inner boarder?
Thanks.
I live in the Middle East. And, no! I don't ride a camel!

Sometimes you are the only one who can make a difference.


What exactly is 'normal'?

Don't ask questions you don't want answered.

#352 Bob

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  • Location:The country music capital - Nashville TN, U.S.A.
  • Projects:Project Raptor, ZH Maps
  •  "If everyone is thinking alike, someone isn't thinking."

Posted 17 December 2006 - 03:59 PM

00 Nobody,
I am currently working on a new map and was wondering, can the starting point, and inner and outer borders for a player all be within the combat zone, and the waypoints to attack would just be from outside the outer boarder to the inner boarder?
Thanks.

From the Worldbuilder manual page 40 about combat zones. Note boled text:

Combat Zone. Each map must have one and only one combat zone trigger area. The combat zone
encompasses everything that is not part of the base areas or their perimeters. While incursions into the
combat zone do not prompt automatic responses from AI opponents, they do signal to the AI that the
stakes of the game have been elevated. Define the trigger area polygon for the combat zone to be
everything that is not part of a base area.
The name of the combat zone polygon must be,
“CombatZone”.


From the Worldbuilder manual page 41 about base waypoints. Note bolded text:

Define entrances to each base with waypoint paths. Did you build three entrances to each base in your
multiplayer map? Those entrances must be identified and named so that the AI can figure out how to
attack each base area. The names to these sets of waypoints are specific.

❍ To define an entrance to a base, click the Waypoint tool in the toolbar. Outside a base, click in a
location that is beyond the outer perimeter and in front of one of the base entrances, and then drag
towards the base to set the next waypoint. Click and drag waypoints until the final waypoint of the path
is just inside the inner perimeter.


❍ To name the created waypoint path, click in the first text box below Waypoint Path Labels in the
Waypoint Options window. Each base needs three waypoint paths under the following naming
conditions:

✯ Center Path. The center path defines the most direct, obvious route into a base. The path must be
named, “CenterPathX” for start location #X. On the easiest difficulty setting, the initial attack usually
comes from this route.
✯ Flank Path. The flank path defines the secondary route into a base. The path must be named, “FlankX”
for start location #X.

✯ Backdoor Path. The backdoor path defines the least obvious and often the most vulnerable route into
the base. The path must be named, “BackdoorPathX” for start location #X. On the hardest difficulty
setting, the initial attack may come from this route.
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#353 00 Nobody

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Posted 29 May 2007 - 05:42 PM

A quick little think I just started, called Operation: The Dragon's Den. It's all based around the neat little idea in Heatseeker.


Posted Image


Though the idea is rather simple to explain using words, I'd rather you saw a picture of what i'm aiming for.

The base of the mission is on an island chain in the pacific under chinese control, where a nuclear missile was launched from, right onto a U.S.A. Navy taskforce patrolling about 20 miles out. The U.S.A. gets aggrivated by this, and launches an assault force to apprehend the officer in charge. You control an aircraft carrier, 2 battleships, and 5 escort cruisers, as well as the southern end of a nearby island, where you can produce infantry and vehicles. Every minute an amphibious carrier will be launched from the aircraft carrier, if there are less than 2 of them already out. Civilians on the island will attempt to provide you resources secretly (every 2 minutes seconds they will launch a boat with $7500 of supplies loaded in it) , but the Chinese navy will have patrol boats out looking for them, and if the boat gets destroyed, no money for you. The mission will also have the equivilant of one gigantic underground airfield, which will launch planes from the hangers in the picture. In other words, anywhere from 3-5 airfields like the one pictured above which will be launching planes at you. 3 of the 5 escort cruisers will be Anti-Air cruisers, so that you can have a decent amount of protection. There will also likely be some weapons placed on the aircraft carrier (If you have ever played Bushehr Partisan's Challenge from CnC Den, you should have an inkling of what I mean) such as Gattling Cannons (aircraft carriers today do have them) and a couple patriot launchers. The battleships may be set as immobile, like the ZH USA mission 2, and could also have gattling cannons and patriot launchers (only if immobile). Many other things could be implemented.

This map will be truly started after I finish Sting of the Scorpion.

Ideas are welcome.

Edited by 00 Nobody, 29 May 2007 - 05:47 PM.

00 Nobody Maps and Missions
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!




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