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My little mini campaign
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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Wed Jul 13, 2011 4:28 pm    Post subject:  My little mini campaign Reply with quote  Mark this post and the followings unread

Hi Guys! thanks to you and this forum, i know a lot of new things about mapping, trigger. ecc but i have more things to learn about trigger scripts, and now i'll test what i know with this mini-campaign of 5 mission for each faction.
GDI Camapign: Battle against Tiberium
Nod Campaign: Battle against Brothers

GDI Story:
In this campaign you're not fighting the usually enemy (Nod), but the main enemy will be the tiberium.
The missions will contain a lot of Tiberium Lands and lifeforms (green atmosphere, lot of tiberium, little squad incursion, mission where you have to defend your base against constantly arrival of tiberium lifeform until the time is expired ect...) i hope you will like this.

Nod Story:
This Campaign want you in the Black Hand Elite Squad against traitors who want to be allies with GDI and Globotech in the fight against Tiberium.
you have to stop them. The mission are more longer with more base building ( search and destroy and assassination (you will see)

Preview of GDI Mission 2








more info will come Comment and i hope you like it ^^

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Wed Jul 13, 2011 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's good to see little mini-campaigns like this Smile although the maps need work, it's a very nice bit of work Smile

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Wed Jul 13, 2011 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

WAY too green. Mainly because the GDI buildings appear to float (because the light doesnt effect them)

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Oh noes Nod32 must have found some GDI32 in the art.ini file!

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Wed Jul 13, 2011 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

well about the light, i set this green because it is a battle against tiberium and i need RedZone-Light with lots of crystals.

Nod 1st mission preview



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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Wed Jul 13, 2011 5:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would move the HoN. I find it hard to believe they would build it against a cliff. makes it vulnerable to attacks from said cliff.....so far looks good tho.

Still might wanna work on the green Wink
The GT and GDI really looks outta place.

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Oh noes Nod32 must have found some GDI32 in the art.ini file!

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Wed Jul 13, 2011 5:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

in nod mission the enemy will not attack the bases because i've set the bases NodA allies of GDI infact you can't use those buildings ( some kind of first mission of nod in TS but without production)

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jul 13, 2011 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I enjoy seeing TI Fan-maps and just so you know, I will actually play them when I get the chance. Respect. Smile

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Wed Jul 13, 2011 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just asking, if you know how to edit light post brightness in a map.
Anyways I suggest tuning down the global green lightning a bit (I know the effect you're going for, but tune it down a bit, it makes certain
buildings look out of place), and using more invinsible lightposts in the areas where is tiberium.

Also your backside cliffs would look a lot more natural, and thus better, if you would place them manually, tile by tile. It's more work but worth it.

Otherwise these look pretty good, and you sure are fast mapper #Tongue
I'd suggest translating the tutorial text lines in english when you release these though.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Jul 13, 2011 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Also your backside cliffs would look a lot more natural, and thus better, if you would place them manually, tile by tile. It's more work but worth it.


He does place them manually. The auto-cliff tool crashes Final TI.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jul 13, 2011 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

LoL. I didn't know that, but good. That tool was a waste of space, I should just remove it altogether.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Jul 13, 2011 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's not unusual for me to waste countless hours of mapping because I accidently click that cursed tool.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Wed Jul 13, 2011 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

about green i've set it basic light (1.000000)
and nope i've resolved the problem about auto cliff (compatibility problems) but just like TiberianFuture said in my other Post, I use tile by tile Wink

How can i set the time start and win after timer expired?
about light how much green should i use?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Jul 13, 2011 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
and nope i've resolved the problem about auto cliff (compatibility problems)


Really? God damn the hours that were lost.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Wed Jul 13, 2011 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Quote:
and nope i've resolved the problem about auto cliff (compatibility problems)


Really? God damn the hours that were lost.


i've set Windows 95 compatibility

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Wed Jul 13, 2011 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can't give you exact values, but tune the rgb balance so that it's green but not overly so. Requires some testing perhaps but you'll find a good balance.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Wed Jul 13, 2011 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok thanks
but need help just i said before
How can i set the time start and win after timer expired?

(GDI Mission 3 Its Time to move Preview)






the same map but the battlefield as been expanded

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Wed Jul 13, 2011 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

The sign in pic 3 is out of place imo and i personals think you're overusing the caution thingies on the ground

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Wed Jul 13, 2011 7:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

First you need to create trigger with action '27 - timer set', the time is measured in seconds in the box.
Then create trigger with event '14 - mission timer expired' and action '1 - winner is'.
There ya go Wink

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Wed Jul 13, 2011 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
I enjoy seeing TI Fan-maps and just so you know, I will actually play them when I get the chance. Respect. Smile


Respect bro Wink

[TiberianFuture] wrote:
First you need to create trigger with action '27 - timer set', the time is measured in seconds in the box.
Then create trigger with event '14 - mission timer expired' and action '1 - winner is'.
There ya go Wink


Thanks Bro i'll try it now

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Wed Jul 13, 2011 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

In the picture with the GloboTrucks.... the lightpost (and its light) appear to be on top of the tall building behind the post.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Wed Jul 13, 2011 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

maybe graphic bug or something... if persist i'll delete it thanks

Nod mission 3 We will take them by force Preview





But another problem, your reinforcement must arrive only one time, but they will arrive again again and again why?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jul 13, 2011 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

It sounds like your Reinforcements trigger is set to Repeat.

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Wed Jul 13, 2011 11:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is your HouseColor black? Or is that just my monitor...

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Tore wrote:
Oh noes Nod32 must have found some GDI32 in the art.ini file!

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Jul 14, 2011 7:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
It sounds like your Reinforcements trigger is set to Repeat.


nope, it is 0-Standard

Palkia323 wrote:
Is your HouseColor black? Or is that just my monitor...


You Nod color DarkRed Nod Splinter Faction (allies of GDI and traitors) color Black

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Jul 14, 2011 8:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Make sure you use the Action 80 - Reinforcement at waypoint.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Jul 14, 2011 8:35 am    Post subject: Reply with quote  Mark this post and the followings unread



this green is good?

campign menu


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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Jul 14, 2011 9:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Make sure you use the Action 80 - Reinforcement at waypoint.




i want the spawned unit (waypoint 0) move to waypoint 1
and its is Standard not repeating so why they continue to come?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Jul 14, 2011 9:24 am    Post subject: Reply with quote  Mark this post and the followings unread

I mean the trigger settings, not the script. Select Edit->Triggers-> the trigger that spawns the units -> Action -> 80 - Reinforcement at Waypoint, then select the waypoint and the Team.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Jul 14, 2011 9:34 am    Post subject: Reply with quote  Mark this post and the followings unread

I know i've used Reinforcement [team] (at waypoint)

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Jul 14, 2011 10:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Time Added - lighting Changed - Brief done
translated italian to english




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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Thu Jul 14, 2011 10:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks good, and definately better Smile

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Jul 14, 2011 10:41 am    Post subject: Reply with quote  Mark this post and the followings unread

in nod 2nd mission i don't know how to resolve that reinforcement problem <_<

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Thu Jul 14, 2011 10:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Let me have a look on it.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Jul 14, 2011 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

pm sent Wink

Nod mission 3 Schorched Earth Preview


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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Thu Jul 14, 2011 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

umans = humans (briefing text)
Green is MUCH better. I like it a lot.
And I like that little blue robot in the pic with the outpost

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Oh noes Nod32 must have found some GDI32 in the art.ini file!

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Jul 14, 2011 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok (human) done thanks bro about the light Smile but where you see the little blue robot?

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Thu Jul 14, 2011 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Make sure you use the Action 80 - Reinforcement at waypoint.


Your post after Cimsonum's ^

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Tore wrote:
Oh noes Nod32 must have found some GDI32 in the art.ini file!

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Jul 14, 2011 6:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

those arent little blue robot, they are Globotech Soldiers (rangers and Guardians)

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Thu Jul 14, 2011 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's some sort of robot. It appears mechanical.

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Oh noes Nod32 must have found some GDI32 in the art.ini file!

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Jul 14, 2011 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's a Globotech Exo-Suit.

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Thu Jul 14, 2011 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

That'd be the globotech exo-suit.
Edit: Ninja'd

Do similar edits to the red lightpost than I did to it in the second Nod mission. It's way too bright Wink

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Jul 14, 2011 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

i've sent a pm to you about it #Tongue

Crimsonum wrote:
That's a Globotech Exo-Suit.


Col. Burton is inside XD

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Thu Jul 14, 2011 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah. And I have answered it Laughing

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Thu Jul 14, 2011 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ahh sweet. Your Campaign looks promising. Keep up the good work, mate! Very Happy

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Oh noes Nod32 must have found some GDI32 in the art.ini file!

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Jul 14, 2011 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread



Nod 4: Tiberium of mass destruction

(this mission is a connection to the final GDI Mission story)
You will have to build a base and capture the tiberium in this area and destroy the Nod traitors

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Thu Jul 14, 2011 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

More screenshots needed. and you should take those full-map screenshots of your maps to show any other flaws you may have missed.

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Oh noes Nod32 must have found some GDI32 in the art.ini file!

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Jul 14, 2011 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

if i show the full map the mistery of the campaign will be revealed <_< the users can try it and then report Bugs ^^

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Thu Jul 14, 2011 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your entire campaign is on one map??

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Fri Jul 15, 2011 7:12 am    Post subject: Reply with quote  Mark this post and the followings unread

No, what he meant is that if he makes 'megamap' images, the maps and thus the campaign would be spoiled. IMO it's not good to show too much
of singleplayer maps, just trust to the mapper's abilities.
Errors can always be reported and fixed after it's released.

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Ladder wars vs. bikeRushOwnz.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Fri Jul 15, 2011 9:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Correct Wink and just as i said before, there will be 5 mission for each faction

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