Maps
514 files
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Updated
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C&C_Tib_Island_G
By Pwn Call
Tiberium Island Map. small close quarters combat, GDI vs GDI
38 downloads
Updated
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C&C_Field_N2
By Pwn Call
C3 beta, Field N (Nod vs Nod) number 2, meaning repair facilities instead of Obelisks.
Same Faction, same bases otherwise same as Normal Field with addition of just the Air and HON flying ramps.
16 downloads
Updated
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renegade C&C_IslandsStorm_Unlv2
By BlazeDragoon
A new stormy nighttime variant of Islands with some map changes and a .mix stand-alone variant of my Unleashed Preset.
The Map
Here's a list of changes made from default Islands.
The weather is the most obvious change. It's a stormy dark nighttime, with a very heavy rain. Many of the terrain textures have been changed, just to make the map feel a little different. Natural Rock/Mountain formations that block base to base and some other paths to hitting building. To hit the enemy base with a vehicle you will need to be at least most of the way through the water crossing in the middle of the map. The middle area in the where you cross the water with vehicles that normally isn't accessible, is now accessible as a small infantry only area. This now also includes the flag pedestal, where Kane/Locke can deploy their team's flag. The GDI Entrance now has a small barrier to give GDI some small relief at the base entrance. Will provide vehicles/repairers a little cover. The gaps on the side supports in the tunnel have been filled in.(Credit Mortalc13).
The Unleashed Preset
The Unleashed preset is a set of changes from my Unleashed Mod, whose primary goal is to add more variety to the game. The preset was converted to a temps preset for standalone .mix maps, but remains mostly the same. However, it has been updated quite a lot with a lot of changes since my Unleashed 4.6 Release. There's... really to much to cover every change. I will list some the highlights and big changes though. Additionally, there are some hud screenshots provided at the bottom so you can see most of the new units and their prices.
Many new alternate fire modes for both old and new units. So left click for default fire, right click for alternate fire. Ex: Volt Auto Rifle having a 2nd "overcharge" fire that gives a damage boost at the cost of 3 ammo per shot. Many standard renegade units have been adjusted or buffed slightly to make them more desirable and usable. This may be something as simple as a health/armor buff, an alternate fire mode, or a small damage boost. 23~ New Infantry Units(including alternate variations of some units). Also, some new skin variants of some existing units. 30~ New Vehicle Units. This includes completely new units, variants like the option to get an MRLS with a rotating turret, medium tank/mammoth tank variants, light tank variant, and more. Functioning player harvesters that you can buy, and harvest credits with. An equipment menu with a few options on it. A new "Tiberium Strike" beacon. This functions as a large radius anti-infantry beacon. Has a much larger radius than a nuke or ion but only really kills infantry. Many various improvements such as making use of Mortalc13's better and fixed weapons. So higher quality third person, back, and power-up models for weapons. Additionally, Proximity C4 will no longer 100% sink into the roof and will now stick the bottom out the c4 out a little. ... and more
7 downloads
Updated
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C&C_MesaForest_Unl
By BlazeDragoon
A new Mesa variant/re-skin with a bunch of new features based off of my Unleashed Preset.
The Map
Here's a list of changes made from Vanilla Mesa.
The theme of the map is a forest bio with more green and no snow. A lot of work was re-done on the side infantry only path. It was extended out a bit to the tank area. There's a lot more foliage, towers, bunkers and... Added two Tiberium Extractors to the side. Think of these as capturable Tiberium Silos, but smaller. You use repair guns to capture them. Some objects such as trees, walls, and rocks were added that will allow infantry a path to each teams refinery. Some objects were added to give relief to various "campy" situations. A rock was added near GDI's entrance so their vehicles coming out of WF don't get camped quite as badly. A Tower was added in nod base, and a rock as well. Both of these provide some minor relief to infantry running to their vehicles at the airstrip. GDI has had two Guard Towers added to their base. A Nod turret was moved. Another Nod Turret was raised onto a platform. and more...
The Unleashed Preset
The Unleashed preset is a set of changes from my Unleashed Mod, whose primary goal is to add more variety to the game. There's... really to much to cover every change. I will list some the highlights and big changes though. Additionally, there are some hud screenshots provided at the bottom so you can see most of the new units and their prices.
Many new alternate fire modes for both old and new units. So left click for default fire, right click for alternate fire. Ex: Volt Auto Rifle having a 2nd "overcharge" fire that extends range and gives a damage boost at the cost of 3 ammo per shot. Many standard renegade units have been adjusted or buffed slightly to make them more desirable and usable. This may be something as simple as a health/armor buff, an alternate fire mode, or a small damage boost. No nerfs. 23~ New Infantry Units(including alternate variations of some units). Also, some new skin variants of some existing units. 30~ New Vehicle Units. This includes completely new units, variants like the option to get an MRLS with a rotating turret, medium tank/mammoth tank variants, light tank variant, and more. Functioning player harvesters that you can buy, and harvest credits with. An equipment menu with a few options on it. A new "Tiberium Strike" beacon. This functions as a large radius anti-infantry beacon. Has a much larger radius than a nuke or ion but only really kills infantry. Many various improvements such as making use of Mortalc13's better and fixed weapons. So higher quality third person, back, and power-up models for weapons. Additionally, Proximity C4 will no longer 100% sink into the roof and will now stick the bottom out the c4 out a little. ... and more
Credits
Some of the people this mod wouldn't be possible without.
@Mortalc13: provided the Improved and Better Weapons models, some of the HD Huds included with the maps, provided tons of technically help and more.
Kamuix: Provided 90% the new textures used on the map.
@Pwn Call: provided some units that are used on the map.
SgtMay: Provided/created a lot of the custom units used on the map.
@Unit: Provided/created the Gattling Tanks used on both teams.
@ArcticPrism: Help with testing/balancing the map. Some vis bug hunting as well.
Also Cronus for upping the filesize limit so I can upload this lol. If I forgot you please feel free to let me know . Thanks for checking out the map.
15 downloads
Updated
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Field_2_B & Field_3_B
By Pwn Call
File contains both C&C_Field_2_B and C&C_Field_3_B
Remake of field, desert theme, no colisions for river so tanks and infantry can fall to their death. AGT and OB are replaced with Repair Pads
Field 2 has 4 Guard Towers and Turrets - Field 3 has no defenses at all. This version does not have the builddings flying ramps like Field2A and Field3A
5 downloads
Submitted
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C&C_PowerPlantDM
By DrDanthrax99
C&C_PowerPlantDM
A simple Team Deathmatch map set in the interior of a Nod Power Plant.
Inspired by the previous maps of a Refinery, Comm Center, and Hand of Nod.
Credits:
Terrain modeling: Westwood
Level design: DrDanthrax99
How to install:
Extract the ".mix" file to your "Data" folder of your Renegade Directory.
Have fun!
3 downloads
Updated
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Renegade Unleashed 4.96 Mod/Server Package
By BlazeDragoon
Introduction:
Renegade Unleashed 4.96 is an updated version of a classic mod I started way back in the mid 2000s, with the key idea of adding more variety to Renegade while still keeping it feeling... well Renegade. This is done in many ways including whole new vehicles/infantry/weapons, giving alternate firing modes to existing units, or maybe even buffing a unit that is generally considered not very good. I'm releasing this as a .pkg but if you run a dedicated server you can convert this to a 'server package' and include the maps into your normal rotation! This requires TTFS/TT. There are some readmes including in the 7z/zip including an example tt.cfg and da.ini settings.
New Units:
There are... 19 new GDI Vehicles(including alts), 17 new Nod Vehicles(including alts), 12 new Nod Infantry, 12 new GDI Infantry, and a new Beacon. These units fill a lot of roles, including support, infiltration, damage, anti-air, sniper-resistant and more! A picture is worth a thousand words they say, so check the hud screenshots to see all the existing units. A few example are below though!
Locke/Kane: Highly expensive "Leader Units". As their price might indicate these are strong units and are very expensive. However, they are worth it. They have their own unique Railgun/Rocket launcher. The generate credits for the whole team, and the poorer the player is the more credits it will generate every second for that player. They can't be one shot from full health by basically anything. They cannot drive, or be run over.
Mammoth Mk2: A classic C&C Mech with a large Health/Armor pool of 1400/1400. The coolest thing about this though is each gun attached to it can be individually manned. This allows for 2 back gunners, 1 front gunner, and the driver for a total of 4 people all gunning the vehicle at once!
Advanced Infantry: Tired of getting sniped? These infantry have tank armor! No more getting one shot by snipers. They carry a slightly better Laser Rifle.
Stealth Generator: A stealth tank that while weaker at combat, stealths all units within it's radius who are not actively firing. Great for sneaking up on enemies.
Equipment Menu:
There's an equipment menu that you can access by holding alt while clicking the refill menu now. While this recent addition is a little lite on options, it's still very handy. Granted you're willing to pay for the options. Anyone can get a weak repair gun, or buy a few non-refillable proxy c4 to plug up a hole in your defenses. Great for when you have an expensive unit and a Hotwire or Tech won't do it.
Examples of default Renegade unit changes:
Many of the units were given alternate fire modes, which are intended to give more options without being a straight up better option. A small example is the Volt Auto Rifles secondary "overcharge" fire mode. It does 20% more damage and it's range reaches much further. This comes at the cost of 3 ammo per shot, causing you have to reload much more often. Some units such as the Flamethrower were buffed slightly. You can see a full list of vanilla(default Renegade) changes in the VanillaChanges.txt included in the archive.
Map Changes:
The map changes in this mod are mostly intentionally lite to keep this still feeling Renegade. Also I'm kind of lazy. There are however additions to try to make certain areas on maps a little more desirable. I've included Tiberium Extractors which can be captured by "Hacking"(repairing till full health) them to capture them. Causing your team to generate more credits similar to a Tiberium Silo in many other maps. Tiberium Strike beacon spawns, small health/armor spawns, Emplacements, and other various little/bigger changes to make use of more of the maps.
Improvements/Fixes:
Thanks to some included mods such as Mortalc13's Improved Weapons and Fixes, the mod looks and has some nice visual and functional bug fixes. All back and third person models now use first person models which look much better, along with having many other minor visual fixes. This includes function fixes such as Proximity Mines not going into the roof of certain doorways where they cannot be seen or disarmed.
Credits:
I've received A LOT of help in making this mod. I'd like to make a quick shoutout to @Mortalc13 /Demonic for helping with the last two versions, and the massive improvement to quality the mod has made in the short time frame these versions were worked on.. If you're interested in who else has helped out through the years you can check the Credits.txt included with the mod archive.
Thanks and enjoy the mod:). If you have any questions/concerns please don't hesitate to ask. I can also be found on discord @ Deathproxy
27 downloads
Submitted
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C&C_Snow_XL
By Forithow
A larger version of the classic C&C_Snow which includes vehicles! Features the usual buildings from the original Snow but also includes conyards, Airstrip and Weapons Factory
Thanks to:
Mortalc13 for HUD icons
PwnCall for the car models from Detroit.
21 downloads
Submitted
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C&C_Get_Rekt
By Pwn Call
Super small fast paced map, electric fence is between bases, slowly it opens up allowing chaos to ensue.
15 downloads
Updated
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C&C_Sand_XL
By Forithow
A larger version of the classic C&C_Sand which includes vehicles! Features the usual buildings from the original Sand but also includes silos, Airstrip, Weapons Factory and repair facilities which is not mandatory to kill for base destruction.
Thanks to:
[HoH]-Szymek777 for Nod Guard Tower model
Mortalc13 for HUD icons
Halo38 for unfinished temple models
30 downloads
Updated
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renegade C&C_De_Dust2_DM
By Forithow
Deathmatch version of De_Dust2_Night. Can be used as a sniping map or FFA or a bomb defusal mode.
7 downloads
Updated
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Updated
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C&C_Marsh_BETA2 (Fixed)
By Mortalc13
Original C&C_Marsh_BETA2, with fixed proxies and building tiles.
12 downloads
Submitted
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Submitted
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C&C_Field_N_MPF1.mix
By Pwn Call
Nod vs Nod field containing just the level files and no Blue Nod assets
9 downloads
Submitted
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Submitted
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C&C_Downtown_Showdown_b3
By Forithow
===============================
=====Renegade Map Readme======
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Map Name: C&C_DownTown_Showdown.mix | Version: 1.0
Creator: Bokurei (Forithow)
Setting: City at night
Special thanks:
-Mortalc13 for providing HUD icons and many more.
-Pwncall for providing assets from his Detroit map
-Blacky for Field Lights and Tiberium Gas emitters
-Creator of C&C_Dusk for textures and assets
-Creator of C&C_Tib_Field for Nod Weapon Factory assets
-And you for playing the map!
***BALANCE CHANGES***
-GDI Medium Tank. Speed increase - 9.97m/s instead of 8.53m/s
-GDI Mammoth Tank. Speed increase - 6.25m/s instead of 5.18m/s
-GDI APC. Speed increase - 14.50m/s instead of 13.18m/s
-GDI Humm-Vee. Speed increase - 14.77m/s instead of 13.73m/s
-GDI MRLS. Rockets have 50% faster velocity
-Nod Light Tank. Speed increase - 11.42m/s instead of 10.03 m/s
-Nod buggy. Speed increase - 15.89m/s instead of 14.96 m/s
-Nod Automatic Rifle does the same damage as GDI Automatic Rifle
***VEHICLES***
GDI:
-TOW Humm-Vee. A standard humm-vee with rocket attached on top.
-Fires 4 homing rockets
-Faster than a regular Humm-vee
-Costs 550 credits.
-Rotatable MRLS. An alternative version of the regular MRLS that you can buy by
pressing the arrow on the left on the MRLS in the vehicles menu.
It is the same as a regular MRLS except it has a rotatable turret.
-Beta Medium Tank. Same as regular Medium Tank, except it is the beta model.
-Beta Mammoth Tank. Same as regular Mammoth Tank, except it is the beta model.
Nod:
-Recon Bike. A standard bike.
-Fires 2 homing rockets
-Half the rate of fire of a TOW Humm-vee, but does fire 2 rockets per shot (so same DPS
as a TOW Humm-vee)
-Costs 500 credits
-Beta Light Tank. An alternative version of the Light Tank that you can buy by
pressing the arrow on the left on the Light Tank in the vehicles menu.
It is the same as a regular Light Tank except it is the beta version where
the light tank cannon is on one side.
***STRUCTURES***
Nod Weapons Factory - Functions exactly like the Nod Airstrip. Does not provide GDI Vehicles.
GDI Turret - The GDI Turret does slightly more damage than the Nod one to help balance it with the GDI AGT which does less damage than the Nod Obelisk.
Repair Facilities - Repair Facilities provide repairs for Vehicles. They are capturable and must
be captured first to provide repairing for you.
Tiberium Silos - The Silos are situated outside of the base, protected by a chainlink fence. They are c4-able like on RxD maps.
They are capturable and must be captured first to provide additional credits.
***WEAPONS***
Semi Rifle - A weaker version of the Sniper rifle that comes with the Shotgunner class. Deals 25 damage (125 as headshot)
Grenade Launcher - Grenade Launcher now fire 3 rounds as an alternate fire, similar to C&C_Crevasse.mix
Flamethrower - Flamethrower now fire a mendoza fireball as an alternate fire. It does less damage than
the weak rocket launcher, and has less range.
Weak Rocket Launcher - Rocket Launcher now track targets and has an alternate fire that fires 3 rounds which aren't homing.
Strong Rocket Launcher - Does not track targets, but has an alternate fire that fires 3 rounds, similar to C&C_Crevasse.mix
***COMMON BUGS***
VIS issues which will be fixed at a later date.
12 downloads
Updated
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Field_N_b7 Test
By Pwn Call
Test map for Field Nod vs Nod edition, will be updated with newer versions
12 downloads
Updated
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Submitted
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Caldera_G
By Pwn Call
New map features GDI vs GDI, flying vehilces, similar map style to Big Walls. Has lava and volcanoes, tunnels, and many different infantry paths to base. AGT and Guard towers as base defenses.
13 downloads
Submitted
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Updated
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C&C_CCX2_b3
By Pwn Call
Carnage Club 2, includes several buildings including the exterior of carnage club,
Infantry only mainly sniping map
6 downloads
Submitted
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C&C_Field3_A.mix
By Pwn Call
Field 3 - No base defenses at all otherwise identical to field with desert theme.
23 downloads
Updated
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C&C_Field2_A.mix
By Pwn Call
Field 2, Desert Themed field with No AGT/OB, 4 regular guard towers and 4 turrets as defenses otherwise identical to regular field.
13 downloads
Updated
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