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Files posted by zunnie
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Submitted
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3D Studio Max 8 Demo
The demo version of 3D Studio Max 8 which most of our mappers for Renegade, Renegade Imperial Age and Tiberium Crystal War use.
Note: This is a trial version and stops functioning after 30 days.
Contact @Cronus for the full version if you need it.
91 downloads
0 comments
Updated
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3D Studio Max 8 Service Pack 3
This service pack is required for some plugins to function such as the importer for W3D's.
This install requires you to have the full English version of 3DSMax8 installed.
318 downloads
0 comments
Updated
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4 Play
By zunnie in 4 Player Maps
This is a 4-player Red Zone map, with more than enough resources to go around, there are also garrisonable bunkers and a few tech buildings.
242 downloads
0 comments
Submitted
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64Bit OS DDS Plugin Fix for 3DSMax 8
This file is for fixing the Direct3D Error under 64Bit Windows OS, when trying to load DDS files in max.
Unpack the dds.bmi file into: Autodesk/3dsMax8/plugins/
Restart 3DS Max if it is running, and that error will disappear. This fix is known to work for Vista 64-bit, and Windows 7 64-bit.
791 downloads
- dds plugin
- 64bit windows os
- (and 1 more)
0 comments
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9 Pack
By zunnie in 8 Player Maps
1. Tournament style map.
2. There are 12 spikes.
3. Tiberium fields can handle 2 harvesters.
831 downloads
0 comments
Submitted
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A River Runs Through It
By zunnie in 4 Player Maps
This is a yellow zone\blue zone 2v2 map with a crossable river running through
its center, includes 6 spikes, 4 defence towers, and 2 base expansion buildings.
208 downloads
0 comments
Submitted
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A River to Conquer
By zunnie in 2 Player Maps
This map has been created for the CNCmaps map contest.
I didnt had alot time to creatae it, so I was very happy to hear I had 2 extra days left to finish.
The map is nothing special, there only is a bit detail, and the map did not become what I wanted it to be, but stillit does look reasonable.
Its a 2 player map with a very limited amount of tiberium, so its very inportant to watch your economy.
Also the map (as I call it) realistch symetrical, its not symetrical, but both side contain the same, same road, same elevation, but they are not exatly the same.
The water does looks a bit srewed, but had no time to fix it.
Hope everone like it
233 downloads
0 comments
Submitted
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0 comments
Submitted
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AFK Detector
By zunnie in SSGM 4.0 Plugins
### Created by Xpert from Atomix
### irc.ax-games.net
### www.ax-games.net
### CREDITS
Thanks to iRan for the original code and concept for SSGM 2.0.2
Thanks to reborn for the original code of Find_Closest_Building in SSGM 2.0.2
### DESCRIPTION ###
This plugin will detect when players go AFK ingame. It will output through the SSGM log messages with the prefix _ALERT. The plugin doesn't do anything when there's only one player in-game. There's an option to disable checking score if Power Plant and/or Refinery is down, and an option to PM a player if he's marked AFK but it won't do any kicking.
The plugin marks a player AFK during a check when first:
- He hasn't gained points (with the threshold logic taken in account and the option to disable checking points when PP/Ref is destroyed).
- When his position hasn't changed within a small renefeet threshold.
- If his facing hasn't changed.
And if he doesn't do any of the following:
- When he hasn't fired any shots.
- Doesn't speak.
- Doesn't enter or exit a vehicle.
- Doesn't purchase anything.
### CHANGELOG ###
V1 - Release
V2 - Fixed issue with closest building not showing in messages
### Installation ###
Place this in the ssgm.ini plugins list of course. Below is what should be in your SSGM.ini for the AFK_Detector settings.
[AFK_Detector]
; AFK_Time=
;
; Time to wait before checking again whether someone is AFK.
AFK_Time=300
; AFK_Score=
;
; Minimum score needed to not be checked for being AFK.
AFK_Score=100
; AFK_PM=
;
; Whether or not to page the player for being AFK.
AFK_PM=true
; AFK_DeadPP=
;
; Check for point changes when the Power Plant is dead.
AFK_DeadPP=true
; AFK_DeadREF=
;
; Check for point changes when the Tiberium Refinery is dead.
AFK_DeadREF=true
; AFK_Message=
;
; Message to send the AFK player if AFK_PM is set to true.
AFK_Message=You have been automatically marked as AFK. Please start playing or type something to be unmarked.
82 downloads
- ssgm 4.0 plugin
- xpert
- (and 2 more)
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Agave Addiction
By zunnie in 4 Player Maps
Agave Addiction is themed around deserty hills with a
few farms and agave plantations. Being a desert
,
vegetation is scarce, but still existing. There's also
a few urban areas. There is plenty of resources
scattered around the desert, with the most valuable
type in the mountains. The central urban area has a
EMP Control Center.
I am pretty happy with how this map turned out. Being
a fan of nature, I probably added more vegetation
than what would seem appropriate. The farms look a
bit odd, I'd love to use a harvester/tractor type
vehicle spicing up the farms, but couldn't find any.
Feel free to send me any feedback about it.
General Information:
Designed for: Command & Conquer Tiberium Wars v1.04
Gametype: Skirmish and Multiplayer
Players: 4
Tiberium Fields: 12 green, 4 blue
Tech buildings: 4 Tiberium Spikes, 1 EMP Control
Civilian buildings: 32
227 downloads
0 comments
Submitted
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Anthem on Stalingrad
By zunnie in 4 Player Maps
The Occupied Stalingrad 1943. A War in the City. You can free the City. Take the Battle to, but be warned lurk everywhere
German Sniper and Tiger Tank's. Good Luck Comrade...!
355 downloads
0 comments
Submitted
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Apocalyptos
By zunnie in 2 Player Maps
Well, a quick playing map like TD.
Starting points at the road, nicely centered.
Blue Tiberium in the center.
Adjusted camera height.
168 downloads
0 comments
Submitted
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0 comments
Submitted
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Arena Pond
By zunnie in 8 Player Maps
This map i did alot better on the textures. It has a pretty cool look to it.
This map kinda reminds me of an old gladiator arena of some kind with a big Pond in the center of the arena.
Each player in this map start out very close together, which makes the fight start almost immediately.
There are 2 Tiberium spikes for every player at the starting positions.
There is alot of tiberium blue and green all around the outscirts of the main arena.
This map has ai enabled and is very fun online with all 8 players.
Have fun.
393 downloads
0 comments
Submitted
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Asphyxiation
By zunnie in 2 Player Maps
Asphyxiation is a large 2 player map designed for immense one-on-one battles. Plentiful resources and capturable resource structures ensure a great fight with many, many units and tactics. The landscape is a red zone wasteland with narrow chokepoints and large base areas. Dark, choking atmosphere brings the red zone to life along with sounds, and sights that will surely have you seeing green.
166 downloads
0 comments
Submitted
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Avatar Invasion
By zunnie in Coop & Art of Defense
Put a Easy GDI on the spot at the right, have fun.
261 downloads
0 comments
Submitted
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Avatar Invasion
By zunnie in 5 Player Maps
Put a Easy GDI on the spot at the right, have fun.
174 downloads
0 comments
Submitted
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Ayers Rock
By zunnie in 2 Player Maps
Here is another Official EA mission map that i really like , and i always thought it would be really fun as
a 1 vs 1 skirmish map.
This is Ayers - Rock, from the Nod missions in CnC3, I converted it to play as a skirmish 1 vs 1 map.
It is a very large map, lots of ground to cover.
I made a few changes to make this map very competitive as a skirmish map.
There is blue tiberium and green, 4 - tiberium spikes to capture and 2 EMP's.
221 downloads
0 comments
Submitted
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Bandwidth Detector
By zunnie in SSGM 4.0 Plugins
### Created by Xpert from Atomix
### irc.ax-games.net
### www.ax-games.net
### CREDITS
Thanks to Stealtheye for explaining to me the bug with improper bandwidth detection in Renegade.
### DESCRIPTION ###
This plugin is a port over of the Bandwidth Detection feature in the early SSGM. It checks
the bandwidth of all players ingame every minute to see if it is below a set amount.
A message will also output to the SSGM Log prefixed with _ALERT for server regulators to read.
### CHANGELOG ###
V1 - Release
V2 - Fixed a crash issue
### Installation ###
Place this in the ssgm.ini plugins list of course. Below is what should be in your SSGM.ini for the BW_Detector settings.
[bW_Detector]
; BWDefault=
;
; The lowest a players bandwidth can be set to. 28800 is the lowest setting Renegade has, but players can set it even lower
; with a console command. Even though 28800 is a normal setting in Renegade, this should be set at 56000 or higher as
; 28800 will cause the player to lag.
BWDefault=128000
; BWMessage=
;
; Message to send the player letting them know their bandwidth is being reset.
; You can leave this blank if you want since there's a setting within the code itself.
BWMessage=Your bandwidth was detected dropping below the allowed amount. It has been reset.
69 downloads
- ssgm 4.0 plugin
- xpert
- (and 3 more)
0 comments
Submitted
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Barrier Failure
By zunnie in 4 Player Maps
Barrier_Failure is the same map as Sector-76-E with remapped textures more objects and more! biggrin.gif
This map is both a red-zone city and a red-zone wasteland. Warning: This map may lag if you don't have a good computer! This is a 4 player map.
339 downloads
0 comments
Submitted
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Battle at Nod Base
By zunnie in 2 Player Maps
- It's a two player map, for both skirmish and multiplayer games.
-There's one Nod base in the centre of the map, with a Temple of Nod
in it (I wanted to have a capturable S. Weapon at the beginning of
the game), some Factories, small Airfield, Power Plants and two
Tiberium Spikes.
- Four small cities/villages, depends on how you will call them,
damaged by Tiberium, with 2 infantry bunkers on each side of the
map + two artillery guns in the "south" part and one Tiberium pike
per each city/village part.
-There are 4 green Tiberium fields, 2 at each player's side, plus
one blue Tiberium field in the upper center of the map. In general
there's plenty of Tiberium in this map right now.
I think maybe that too much and this might be adjusted in later version.
-About the terrain, well, what to say ? it's rather plain, with some
cliffs in the corners and some minor small elevations, there's
enough building space for the players, each base is accessible by three
routes (as I tested the AI in game it used the shortest, centre, one,
but also sent lots of "decoy" armies from south and north).
179 downloads
0 comments
Submitted
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Battle Castles
By zunnie in 2 Player Maps
Baby_Yoda A 2-Player Command and Conquer 3 skirmish map. corner to corner set up. large redzone tiberium field near each base area. 3 tiberium spikes near your contruction yard. large hill with ramp in center that leads to the top of the walled off base areas.
176 downloads
0 comments
Submitted
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Battle for Rivers Edge
By zunnie in 6 Player Maps
A 6-Player Command and Conquer 3 map. Authors Notes"Battle for rivers edge is a six player map based in a yellow zone, its a basic river setup with 3 players on opposite sides of the river, which is reached by 3 bridges and 2 perminant land bridges. The map i created was a previous battle leaving destroyed vehicles, craters and a small destoyed city at the end of the river.There is also a small Neutral Base in the Center which was left from the previous battle, and attacks anyone who goes near it, The AI usually overruns it before you can get to it, so its not much of a problem. There are small patrols of neutral vehicles too,which is a nice little surprise for anyone who hasnt played there before. There is Plenty of Blue and Green Tiberium giving you a descent amount of tiberium to harvest, and tiberium spikes also.Ohhh and a added bonus i made the blue tiberium grow extra fast for better income. I recommend the map for skirmish play, i havnt played it onlne though but i think it would be a ton of fun."
399 downloads
0 comments
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Battle for Tiber River
By zunnie in 8 Player Maps
An interesting 4 vs 4 map (left vs right), that features a river bed full of tiberium!
What makes this map interesting is that after the starting tiberium field is running out, the central river bed full of small tiberium fields is the only expansion point!
You can build refineries a little closer to the central area, but there is limited space, which adds to the tactics of this map.
There are only 4 tiberium spikes on this map, which is odd, especially has it is basically 2 for each team (uncontested, although there will probably be a contest between team mates!).
The lone 'central' EMP tech structure is silly. While it is technically in the centre of the map, because of the way that the river bed snakes in and out (you can get an idea of this in the above image), the team on the left side of the map have to cross the tiberium river bed in order to get to the tech structure. Obviously this means that it massively favours the right sided team.
The other issue is that there are areas in the river bed where tiberium can grow in places that the harvester AI will not automatically harvest, which of course leads to CnC3's famous harvester stall bug. So you will have to keep an eye out on your harvesters (obviously the central area is always a 'hot' zone, so you will probably be looking out for them regardless).
This map gets an extra point because you can use crates (if enabled) on it!
Madin
1182 downloads
0 comments
Submitted