Rex's Maps

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JDC
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Re: Rex's Maps 044

Post by JDC »

The 8 player "All Seeing Eye" - "We Are Borg" Low Oil Map:

"R_BorgRLowOil"
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sg1efc
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Re: Rex's Maps

Post by sg1efc »

Cool, Thanks again JDC. Maps that have either a lot or a little bit of oil are both good. :)
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome! :)
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JDC
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Re: Rex's Maps

Post by JDC »

:geek: :idea: :focus: :biggrin1: :Gigakach_01:

It makes much sense making maps that people want to play on. Let me know when you all get tired of my skill set, and i go treasure hunting for more :)
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Re: Rex's Maps

Post by themac »

The design of the map is done very well, but it looks a bit too flat maybe. :)
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Re: Rex's Maps

Post by sg1efc »

themac wrote:The design of the map is done very well, but it looks a bit too flat maybe. :)
Maybe the Borg crash landed in the flat desert? :wink:
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome! :)
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JDC
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Re: Rex's Maps

Post by JDC »

sg1efc wrote:
themac wrote:The design of the map is done very well, but it looks a bit too flat maybe. :)
Maybe the Borg crash landed in the flat desert? :wink:
The "Cube" merged in to the "All Seeing Eye" after that big "crash landing" :lol2: :lachen: :rofl2: :wheee:
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Re: Rex's Maps

Post by sg1efc »

JDC wrote:The "Cube" merged in to the "All Seeing Eye" after that big "crash landing" :lol2: :lachen: :rofl2: :wheee:
Lots of laughs. :)
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome! :)
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JDC
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Re: Rex's Maps 045

Post by JDC »

The 8 player "All Seeing Eye" - "We Are Borg" Map + Scavengers:

"R_BorgRScavngrs"
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sg1efc
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Re: Rex's Maps

Post by sg1efc »

Thanks JDC. :)

So is there a way, LoL, to make an area where the borg crash landed, they have already built some facilities/Tech such as the higher Tech in WZ2100 that players get in T2 and T3, but then the players of this new map start only as T1, but already have the Nexus Link Tower (Borg Assimiliization Tower), so that we can assimilate the higher Tech quicker from the Borg, instead of having to wait to research and upgrade our Tech normally? :hmm: :roll: :lol2: How many people did I lose in this post? :lol2:

People wanted me to post my ideas/thoughts.... and now after reading this post, you may all regret it. :P :wink:
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome! :)
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JDC
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Re: Rex's Maps

Post by JDC »

sg1efc wrote:Thanks JDC. :)

So is there a way, LoL, to make an area where the borg crash landed, they have already built some facilities/Tech such as the higher Tech in WZ2100 that players get in T2 and T3, but then the players of this new map start only as T1, but already have the Nexus Link Tower (Borg Assimiliization Tower), so that we can assimilate the higher Tech quicker from the Borg, instead of having to wait to research and upgrade our Tech normally? :hmm: :roll: :lol2: :P :wink:
I love your idea my friend, and if anyone wants to come up with more suggestions you are welcome in all my posts. Now i have to search my brain to make it happen :D Thank you!
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Iluvalar
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Re: Rex's Maps

Post by Iluvalar »

You can enable the "spyturret" that is in the stats files already but is actually unused and have the same function. You can also tune the stats in weapons.txt .
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Re: Rex's Maps

Post by sg1efc »

JDC wrote:I love your idea my friend, and if anyone wants to come up with more suggestions you are welcome in all my posts. Now i have to search my brain to make it happen :D Thank you!
Just don't go crazy over it = if it isn't feasible, don't sweat it. ;)
Iluvalar wrote:You can enable the "spyturret" that is in the stats files already but is actually unused and have the same function. You can also tune the stats in weapons.txt .
That sounds neat. :)
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome! :)
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Re: Rex's Maps

Post by JDC »

Iluvalar wrote:You can enable the "spyturret" that is in the stats files already but is actually unused and have the same function. You can also tune the stats in weapons.txt .
Ok, can you tell me where i find the stats files to enable the"spyturret" ? Or, you and all experienced warzone contributors can edit or change any of my maps. I welcome any improvements! :)

Thank you.
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Iluvalar
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Re: Rex's Maps

Post by Iluvalar »

/multiplay/skirmish/rules.vlo

Code: Select all

CyborgSpade		CONSTRUCT			"CyborgSpade"		//cyborg construction component
CyborgRepair	REPAIR				"CyborgRepair"		//cyborg repair component
SpyTurret            WEAPON                          "SpyTurret01" //to be added
/multiplay/skirmish/rules.slo

Code: Select all

makeComponentAvailable(CyborgSpade, playnum);
makeComponentAvailable(SpyTurret, playnum); //to be added
/stats/weapons.txt

Code: Select all

MG1Mk1,Level All,10,50,200,1,5,75,GNLMG1.PIE,TRLMG1.PIE,FXLMgun.PIE,FXTracer.PIE,FXMETHIT.PIE,FXDIRTsp.PIE,FXSSplsh.PIE,0,512,768,75,50,5,1,0,0,10,0,0,0,0,0,0,10,0,1000,20,YES,KINETIC,MACHINE GUN,DIRECT,ANTI PERSONNEL,180,90,-60,YES,NO,20,0,NO,100,100,0,1,0
[...]
SpyTurret01,Level All,75,375,0,0,0,999,GNHECM3.PIE,TRHECM3.PIE,FXLRocPd.PIE,FXMflare.PIE,FXMPExp.PIE,FXMPExp.PIE,FXSSplsh.PIE,0,256,384,30,100,10,0,0,0,1,0,0,0,0,0,0,0,0,1200,0,NO,KINETIC,ELECTRONIC,DIRECT,ANTI PERSONNEL,180,90,-60,YES,YES,0,0,NO,100,0,0,0,0
hmmm it's a bit more complicated than I remembered... If you don't understand all this, you might be better forget about modding.
Heretic 2.3 improver and proud of it.
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JDC
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Re: Rex's Maps

Post by JDC »

Iluvalar wrote:/multiplay/skirmish/rules.vlo

Code: Select all

CyborgSpade		CONSTRUCT			"CyborgSpade"		//cyborg construction component
CyborgRepair	REPAIR				"CyborgRepair"		//cyborg repair component
SpyTurret            WEAPON                          "SpyTurret01" //to be added
/multiplay/skirmish/rules.slo

Code: Select all

makeComponentAvailable(CyborgSpade, playnum);
makeComponentAvailable(SpyTurret, playnum); //to be added
/stats/weapons.txt

Code: Select all

MG1Mk1,Level All,10,50,200,1,5,75,GNLMG1.PIE,TRLMG1.PIE,FXLMgun.PIE,FXTracer.PIE,FXMETHIT.PIE,FXDIRTsp.PIE,FXSSplsh.PIE,0,512,768,75,50,5,1,0,0,10,0,0,0,0,0,0,10,0,1000,20,YES,KINETIC,MACHINE GUN,DIRECT,ANTI PERSONNEL,180,90,-60,YES,NO,20,0,NO,100,100,0,1,0
[...]
SpyTurret01,Level All,75,375,0,0,0,999,GNHECM3.PIE,TRHECM3.PIE,FXLRocPd.PIE,FXMflare.PIE,FXMPExp.PIE,FXMPExp.PIE,FXSSplsh.PIE,0,256,384,30,100,10,0,0,0,1,0,0,0,0,0,0,0,0,1200,0,NO,KINETIC,ELECTRONIC,DIRECT,ANTI PERSONNEL,180,90,-60,YES,YES,0,0,NO,100,0,0,0,0
hmmm it's a bit more complicated than I remembered... If you don't understand all this, you might be better forget about modding.
Hi friend,
You are wright, this is programmer language and i tried to copy and paste. Hope someone can find this valuable info and use it in the future. :geek: :good: :read: XD