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Madd's map.
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Sun Dec 13, 2015 5:14 am    Post subject:  Madd's map.
Subject description: Lights out
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Well I made a quick map called Lights Out, after a thing that should happen when you destroy a certain building. I am unable to play it myself as the computer I had it revert to is unable to run the client.



lout.map
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 Filename:  lout.map
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Last edited by Isaac_The_Madd on Sat Nov 26, 2016 4:57 pm; edited 10 times in total

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ArchlordII
Vehicle Drone


Joined: 04 May 2015
Location: Earth

PostPosted: Tue Dec 15, 2015 2:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Could you post some pictures of the map?

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Tue Dec 15, 2015 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe, how do you get the map renderer to work with twisted insurrection?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Tue Dec 15, 2015 11:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

The map renderer is included in your TI directory. It should already have everything properly configured.

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Wed Dec 16, 2015 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

I updated and got it working on my temporary computer from 2003. The client half works for me now, I can open it and the exit button works besides that I still can not get ingame.
I will upload the rendered image soon.

;Edit rendered image is the the first post.

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Thu Dec 17, 2015 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Will someone who has downloaded tell me what they think of it please.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Dec 17, 2015 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can't try it out at the moment, but I can comment based on the preview you posted. I like the organic shape of the tall paved cliffs, especially on the right side. As for gameplay, I'm not sure if the map is very balanced since the right side has a fairly easy access to that heavy artillery on the bottom level. It can easily destroy all the GT buildings in the center, or if it were captured by the left player, pose a serious threat to the player on the right.

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Fri Dec 18, 2015 12:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh, I forgot to make that structure uncaptureable, those defenses are meant to be a hindrance for the players.

This is supposed to be a bunker with an unholy alliance between GloboTech, a Nod splinter, and some mutants.
If you break the Fusion Reactor in the center the "Ceiling lights" should shut off, (the ambient light level should drop to %2) then the player should be unable to see anything not in range of a light post.

New version is up.



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New version

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ArchlordII
Vehicle Drone


Joined: 04 May 2015
Location: Earth

PostPosted: Sat Dec 19, 2015 11:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I downloaded the mission and tested it. I destroyed the various reactors and power plants to no effect. When I examined your triggers in FinalTI, I noticed that the value for the "ambient step" effect was set to 5. Is it possible that this is too low?
Additionally, 9 out of 10 times I launched the map it encountered an internal error. I'm not sure what was causing them but you might check the placement of tiberium and other overlays to make sure nothing is out of place.
I'm trying to fix your triggers but it may take awhile as i'm very busy.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 20, 2015 1:12 am    Post subject: Reply with quote  Mark this post and the followings unread

ArchlordII wrote:
9 out of 10 times I launched the map it encountered an internal error.

tib on slope crashes always when you move your screen over the place.
These crashes sound more like a bad trigger using one of the player houses.
e.g. a GDI trigger crashes the game when there are only Nod players on the map.

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Sun Dec 20, 2015 2:59 am    Post subject: Reply with quote  Mark this post and the followings unread

None of the triggers use a player house, but I reworked them mostly and double checked them anyways.
This time I remembered to have a normal TS test map to test the triggers there before I uploaded it. (F3nkyFr3sh'es client will work on my older system, my new-ish one is dead)

New version is up.



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ArchlordII
Vehicle Drone


Joined: 04 May 2015
Location: Earth

PostPosted: Tue Dec 22, 2015 1:05 am    Post subject: Reply with quote  Mark this post and the followings unread

I tried the new version of your map. Destroying the fusion reactor still doesn't dim the lights, but destroying the little plants does disable the turrets.
I encountered another internal error. Both factions were present so that eliminates something I guess. I relaunched the map with the exact same settings without error.
Anyway, I like the concept of this map and I hope you can get it working soon!

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Tue Dec 22, 2015 4:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

The ambient light level system is also rather odd. The rate is actually the amount of time the changes spread out over.
What it needs is a low rate value and a high step value.
Also the subterranean apc owned by special, that moves from base to base through the tiberium fields, is this working? It should automatically be recreated when destroyed, either by force fire or by superweapons.
I may need to increase the time which it sits still as well.

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Tue Dec 22, 2015 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

And The problem is that I forgot to attach the tag to the reactor.
I moved some pavement corpses and a misplaced shadow fixing overlay.

New version is up.



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ArchlordII
Vehicle Drone


Joined: 04 May 2015
Location: Earth

PostPosted: Wed Dec 23, 2015 3:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Isaac_The_Madd wrote:
Also the subterranean apc owned by special, that moves from base to base through the tiberium fields, is this working? It should automatically be recreated when destroyed, either by force fire or by superweapons.

No, this is not working. The APC does not move and I don't think it respawns.

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Thu Dec 24, 2015 10:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Some clarification the APC is meant to go from tib field to tib field not directly into the bases.

Also since I forgot to post it last night, New Version is up.



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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Sat Dec 26, 2015 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I finally have setup my new computer and tested my map I have fixed most of the bugs I have found.

New Version Is Up.



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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Wed Feb 24, 2016 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Slight bit of a two month bump, but I made a new version.

Please play it and give me feedback on it.



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The map.

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Thu Nov 24, 2016 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

It has been a while since I last worked on this map, but I recently fixed some things on it. For example the darkness is less intense, and a shroud has been added in it's place.



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Lights out.png



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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Sat Nov 26, 2016 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I seriously want people to play this map and give me feedback on what needs changing.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Nov 28, 2016 9:44 am    Post subject: Reply with quote  Mark this post and the followings unread

I'll be happy to give it a play through when we've finished the next patch, will get back to you about it in due time. Smile

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