Rex's Maps
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JDC
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Re: Rex's Maps 044
The 8 player "All Seeing Eye" - "We Are Borg" Low Oil Map:
"R_BorgRLowOil"
"R_BorgRLowOil"
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sg1efc
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Re: Rex's Maps
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
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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themac
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Re: Rex's Maps
The design of the map is done very well, but it looks a bit too flat maybe. 
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sg1efc
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Re: Rex's Maps
Maybe the Borg crash landed in the flat desert?themac wrote:The design of the map is done very well, but it looks a bit too flat maybe.
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
The "Cube" merged in to the "All Seeing Eye" after that big "crash landing"sg1efc wrote:Maybe the Borg crash landed in the flat desert?themac wrote:The design of the map is done very well, but it looks a bit too flat maybe.
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sg1efc
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Re: Rex's Maps
Lots of laughs.JDC wrote:The "Cube" merged in to the "All Seeing Eye" after that big "crash landing"![]()
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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
The 8 player "All Seeing Eye" - "We Are Borg" Map + Scavengers:
"R_BorgRScavngrs"
"R_BorgRScavngrs"
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sg1efc
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Re: Rex's Maps
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?
How many people did I lose in this post?
People wanted me to post my ideas/thoughts.... and now after reading this post, you may all regret it.

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?
People wanted me to post my ideas/thoughts.... and now after reading this post, you may all regret it.
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
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 happensg1efc 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?![]()
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Iluvalar
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Re: Rex's Maps
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 .
Heretic 2.3 improver and proud of it.
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sg1efc
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Re: Rex's Maps
Just don't go crazy over it = if it isn't feasible, don't sweat it.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 happenThank you!
That sounds neat.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 .
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
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!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 .
Thank you.
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Iluvalar
- Regular

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Re: Rex's Maps
/multiplay/skirmish/rules.vlo
/multiplay/skirmish/rules.slo
/stats/weapons.txt
hmmm it's a bit more complicated than I remembered... If you don't understand all this, you might be better forget about modding.
Code: Select all
CyborgSpade CONSTRUCT "CyborgSpade" //cyborg construction component
CyborgRepair REPAIR "CyborgRepair" //cyborg repair component
SpyTurret WEAPON "SpyTurret01" //to be added
Code: Select all
makeComponentAvailable(CyborgSpade, playnum);
makeComponentAvailable(SpyTurret, playnum); //to be added
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
Heretic 2.3 improver and proud of it.
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JDC
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Re: Rex's Maps
Hi friend,Iluvalar wrote:/multiplay/skirmish/rules.vlo/multiplay/skirmish/rules.sloCode: Select all
CyborgSpade CONSTRUCT "CyborgSpade" //cyborg construction component CyborgRepair REPAIR "CyborgRepair" //cyborg repair component SpyTurret WEAPON "SpyTurret01" //to be added/stats/weapons.txtCode: Select all
makeComponentAvailable(CyborgSpade, playnum); makeComponentAvailable(SpyTurret, playnum); //to be addedhmmm it's a bit more complicated than I remembered... If you don't understand all this, you might be better forget about modding.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
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.