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FS North Carolina Red Zone (2)
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ialb
Vehicle Driver


Joined: 16 Jul 2005

PostPosted: Wed Dec 23, 2009 2:48 am    Post subject:  FS North Carolina Red Zone (2)
Subject description: A remake of the 1st TW GDI mission, for multiplayer!
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Story:

The North Carolina Badlands was once a Nod controlled Yellow Zone, but after the Third Tiberium War and the introduction of the Tiberium Control Nodes, the area has been transformed into a pristine Blue Zone.

However, all of those efforts were reduced to naught when a Scrin Warship crashed in the area, taking out both a GDI Kodiak-class ship as well as the TCNs' main control center, and overnight the area became a Red Zone.  

With the Kodiak destroyed and the regional GDI military in chaos, the Brotherhood of Nod has returned, rebuilding a base destroyed at the start of TibWar3 and preparing to capture both the Kodiak and the Scrin Warship.  In turn, GDI High Command has authorized the reactivation of an outpost abandoned many years ago.  The next war is about to begin.

Info:


North Carolina Red Zone is a remake of the 1st Tiberium Wars GDI mission.  The layout is largely the same: two bases separated by a river in the middle, but the map has been enlarged and new features have been added.  

Tiberium Control Nodes scattered around the map can be captured for additional build radius, stealth detection, radar, and power.

The Nod starting location has larger and faster-growing tiberium fields, but their fields are more susceptible to enemy artillery fire.  They have access to a tunnel that leads to a hidden alcove right outside the GDI base.

The GDI starting location is easier to defend and has access to a small island that allows artillery to shell Nod's tib fields. Their base and expansion areas have less build space available.

Megapic:




Note: There seems to be an issue with the AI's harvesters, which causes them to wander. If anybody knows how to fix this, tell me please!

Credits: Everybody who has commented in this thread, especially Ordosherrscher for giving me the solution to the "AI-attacking-walls" bug.

Usage:  The mod is released to everybody, and can be used in all public and private projects.  Just give me credit.

Comments, Criticisms, and Suggestions are most welcome!

*Also posted on TibWeb*



cnc1.mpr
 Description:
FS North Carolina Red Zone (2)

Download
 Filename:  cnc1.mpr
 Filesize:  261.46 KB
 Downloaded:  242 Time(s)


Last edited by ialb on Sat Dec 26, 2009 4:54 am; edited 2 times in total

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Dec 23, 2009 3:11 am    Post subject: Reply with quote  Mark this post and the followings unread

The map looks pretty good for your first (if it is) but the cliffs are very boxy. And there's quite a bit of tiberium.

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Crash
Cyborg Commando


Joined: 30 Jan 2007
Location: Norway

PostPosted: Wed Dec 23, 2009 8:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice map for a first.

What you need to improve:
-The lightning could be quite less intense.
-The cliffs are a tad straight. I can see long sections facing the same way.
-The LAT is a bit blocky at some spots (especially the grass).

Otherwise this map is a really good first candidate. Smile

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Wed Dec 23, 2009 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

the middle is far too symmertrically IMO :S

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Think of me as Nordos, 'cause Banshee wouldn't rename me

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ialb
Vehicle Driver


Joined: 16 Jul 2005

PostPosted: Fri Dec 25, 2009 5:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Update!

New things:

Changed map title to "North Carolina Red Zone" according to the original.

Drastically reduced buildspace in southern starting point, to provide less of an advantage as well as being closer to the original map by EA.

Reduced tiberium, especially at starting fields.

Added capturable buildings:Tiberium Control Nodes (they look like Civilian Arrays) provide buildspace, stealth detection, and 1500 units of power. Some are strategically located, others are away from the battlefield.

Changed the middle as much as possible without deviating too much from original. Tunnels and islands provide more ways to attack.

Attempted to do better cliffwork, detailing, etc.

Note: If the AI gets the southern starting point, they try to destroy the walls surrounding their base, which can get really annoying.

Any comments, criticism, etc? I haven't touched lighting that much, simply because I don't really know how to do it well...I would really appreciate help on that!



cnc1.mpr
 Description:
North Carolina Redzone

Download
 Filename:  cnc1.mpr
 Filesize:  260.3 KB
 Downloaded:  185 Time(s)


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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri Dec 25, 2009 9:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Excellent map!

Do you mind if I download it and make a TI map out of it? (I'm sure Aro wouldn't mind. If you don't, that is)

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Fri Dec 25, 2009 9:44 am    Post subject: Reply with quote  Mark this post and the followings unread

To prevent the AI to attack wall, you may try to add

[Easy]
DestroyWalls=no

[Normal]
DestroyWalls=no

[Difficult]
DestroyWalls=no

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Dec 25, 2009 11:14 am    Post subject: Reply with quote  Mark this post and the followings unread

daTS wrote:
Excellent map!

Do you mind if I download it and make a TI map out of it? (I'm sure Aro wouldn't mind. If you don't, that is)


For your own personal version, sure. Not for the staff build though. Confused

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ialb
Vehicle Driver


Joined: 16 Jul 2005

PostPosted: Fri Dec 25, 2009 11:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Updated again, new story, new map preview, and map update in the first post!

Anybody can do anything they want with the map, so long as I am credited.

HUGE thanks to Ordosherrscher for helping me with the nasty "AI-attacks-walls" bug!!! Very Happy

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Sat Dec 26, 2009 9:49 am    Post subject: Reply with quote  Mark this post and the followings unread

No Problem... I should add these keys to my Viscs maps to xD For some reason I never did it...

BTW, in Usage you called it Mod instead of Map^^


EDIT: if you have other problems, just ask. Maybe we may find some things we could improve - well, I mean you but I may help ya then #Tongue

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