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editing the original campaign maps
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OrangeNero
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Joined: 11 Jan 2012

PostPosted: Thu Aug 22, 2013 10:11 am    Post subject:  editing the original campaign maps Reply with quote  Mark this post and the followings unread

As a last step for my mod OTU I've started to modify the original campaign to become way more difficult and add some more action to them.
seeing how they are quite weak they need it.
Just gonna post here how it goes, the ideas, what worked well what does not.
the usual.

I also made a video showcasing a tiny little bit http://www.moddb.com/mods/orange-touch-up/videos
put the volume down a little I still have to figure out my microphone volume controls, its a bit loud.

well then how does it go. I started off with the first Nod mission and well adding units to both Nod and Hassan does work out.
Biggest problem so far is that the new triggers don't seem to work.
Such as create team when a refinery is built or scenario time elapsed. which is quite a bummer seeing how essential that is.

I also started on the second Nod mission however this one's tricky as there's something on the map making the player lose when there's something added to it.
like place any unit and the game will start with the you have lost screen.

the map editor FinalSun is acting bitchy as well. randomly closing itself ad crashing due to out of memory.
To restart having to delete finalSun.ini first and set the location of the SUN.exe can get anoying when you did it for the 20th time.
Has to be connected with the free download of TS not being an installation

well apart from that it all goes well. I am still at figuring out how to solve these problems, and am gathering more ideas on how to improve the missions.
So if you have an idea for something you'd like to see in the campaign don't hold back if I can do it and it sounds good chances are high that I'll try to add it in Smile

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