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zunnie

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Files posted by zunnie

  1. GDI Titan Model

    file I found not sure of maker . C&C GDI Titan

    48 downloads

       (1 review)

    8 comments

    Updated

  2. Desert Storm Horror

    I came up with the idea of this map from predatores "Move that base " map, because the idea of the map and the gameplay factor of having to move your base to aquire more resources or any other reasons. This map is an eight player map good for playing pretty much any kind of fight and awesome for free 4 all matches.
    This map is made for online gaming, the ai is enabled and works, but for the factor of having to move your base alot, the computer does not comprehend the gameplay factor.This map is smaller than most maps and all players begin the match in the very center.There is blue tiberium chasms in each of the four corners of the map, and alot of tiberium spikes all around the outside of this map to aquire. The point of this map is to build as fast as you can and destroy your opponents fast, because the battle is at a very high climax from beginning to end.
    Have fun i hope you enjoy this map as much as i do, because i play online alot.
    Tip: Engineers rock this map if you know some good tactics!!!

    548 downloads

       (0 reviews)

    0 comments

    Submitted

  3. Tiberium Blood

    This is a semi small to medium map without any construction buildings.
    You can only train infantry units and repair bases, there are also powerups and special stuff on the right side of the map.
    I'm not 100% sure how to play this map but its worth a try.

    248 downloads

       (0 reviews)

    0 comments

    Submitted

  4. Patch 5

    This will update your game or server to version 2.1 (patch no 5).

    697 downloads

       (0 reviews)

    0 comments

    Updated

  5. FireDaemon Lite Service Manager

    This program, the Lite version is free, allows you to create services in Windows which can then monitor the program you tell it to monitor and restart it when it crashes for example.
    This is useful in particular also for the UT4 Hub which automatically quits after every 3 hours of uptime when idle. The service will fire it back up when this happens.
    You can enter parameters as well for the program to monitor and launch it with those settings.
    You can turn on and off desktop interaction too, so if you dont want to see all the started server instances on your taskbar you would turn it off.
     
    I personally tested this with Windows Server 2012 R2 and it works for MPF's HUBs on that Operating System.
     
    For a guide on how to set up a HUB for UT4 using Firedaemon as a service for it, read this:
     

    302 downloads

       (0 reviews)

    0 comments

    Updated

  6. C&C_Fusion

    A great map (or mini-mod) made by roszek with Generals Buildings and Units.

    236 downloads

       (1 review)

    1 comment

    Submitted

  7. W3D Importer 3DSmax8

    This nifty tool lets you reimport models from the W3D file back into Max, for you own editing needs
    Extract into your 3dsmax8 Folder to install
    **Now that you have the model it still needs to be optimized for Rengade, as the importer messes with the W3D file, Please read the tutorial on the subject
     
    Here is the "Importing and Optimizing W3D's Tutorial" - using this script to import

    343 downloads

       (0 reviews)

    1 comment

    Updated

  8. Bay of Pigs

    This is Bay of Pigs from the RA2 game, ported over to C&C3. Its a nice 6 player map, with enough resources to last. It also has several tech building around the areas to take over.

    596 downloads

       (0 reviews)

    0 comments

    Submitted

  9. Forest Assault

    Art of Defense - Forest assault V1.0
    This Art of Defense is a 4 player map (3 players +1 AI) that has been created by Xionox.
    On this map you have to protect a building from being destroyed.
    You can repair this building once you captured it.
    The enemy you are fighting does not use special powers like nukes.
    This can only be made possbile with the SDK mod.
    It's a mod that hasn't been released while i was making this map.
    At the end of hard mode you will have to fight a boss called "Mother of all Mammy's".
    This boss wave is a Mammoth tank that has 100 times more health then a normal mammoth tank and on top of that he is heroic.

    405 downloads

       (0 reviews)

    0 comments

    Submitted

  10. MPF Origin Renegade Fix (Ultimate Collection)

    ................................. ....www.multiplayerforums.com.... .......irc.cncirc.net.#mpf....... ...._____ _____________________.. .../ \\______ \_ _____/.. ../ \ / \| ___/| __).... ./ Y \ | | \ .... .\____|__ /____| \___ / .... .........\/..............\/...... .....04/08/[email protected]:04AM...... ........discord:gzgCvrq.......... .................................  

    If you purchased the Ultimate Collection from Electronic Arts on their Origin Platform you will not be able to play Renegade right away.
    You will get errors because E.A. made changes to the game files that were non-existant back in 2002.
    Some errors you may get, or a multiple thereof:



     
    To fix this you could install this fix. RenList 1.09 is included with this fix, you must however configure it through the Options->Settings and set the path to UAC Launcher in your Renegade folder from Origin. See readme when fix is done installing.
     
    Installing this fix will also update your Renegade to Tiberian Technologies 4.6 right away so you can play on pretty much all servers out there.
     
    Have fun in Renegade
     
    Greetz zunnie

    211 downloads

       (0 reviews)

    0 comments

    Updated

  11. Blazea58 Pine Trees

    I've been trying to put together a collection of pine trees for the last few months, for some alpine maps I was working on.
    Figured it would be a good idea to release a pack so people can start adding them to maps they are making, or even revive some old maps by adding them to it.
    Polygon counts are all different ranging from 185-2200. The tallest and bushiest ones are to be used sparsely since they are 2k polygons each.

    146 downloads

       (1 review)

    2 comments

    Submitted

  12. C&C_Hon_DM

    General Map Information
    Hon_DM is a deathmatch type of map with a little twist to it.
    You will spawn as a random character on this map, with a higher chance of becoming the lower class characters than the high class $1000 characters.
    The map is based around a Single Player Hand of Nod building with a huge interior with elevators and everything.
    Domination
    The purpose of this map is not to braindead-kill-and-shoot like most Deathmatch maps. On this map there are 9 "Control Points".
    When your team repairs a Control Point your team gets 1 Capture Point per second per Control Point. When the target of 5000 Capture Points has been reached your team will win.
    Thanks
    Thanks goes out to Mauler from the TCW Dev Team for the Domination Control Points and their textures.
    Also thanks goes out to Aircraftkiller for releasing the Single Player Hand of Nod which is featured on this map.
    The grass texture was also created by Aircraftkiller, i believe i ripped it from his Golf_Course map or something, can't remember lol.
    ----------------------------
    Create your own Domination map
    There are only 5 scripts required on your map for domination to work.
    z_hon_randomchar :
    Changes players characters when they spawn to a random character
    z_hon_dom_control :
    Sets the required amount of Capture Points.
    z_hon_dom_pointgen :
    This script makes sure that captured points generate points for the teams
    z_hon_dom_node :
    Sets the name of the control point and makes it behave like one.
    JFW_Change_Spawn_Character :
    This is needed to change the spawncharacter of players.
    How is it set up?
    1) First you create two temped presets for the GDI and NOD Minigunners and you must call them "GDI_Spawn" and "NOD_Spawn".
    Then on the scripts tab you put the script "z_hon_randomchar" and that's it.
    2) Create a Daves_Arrow on your map and attach the script "JFW_Change_Spawn_Character" on it twice,
    one set with Player_Type 0 & NOD_Spawn as Character. And one set with Player_Type 1 and Character set to GDI_Spawn.
    3) Create another Daves_Arrow and put the script "z_hon_dom_control" on it with Points_Max set to the number of Capture Points required to win the game.
    4) Create a new strings category using tdbedit.exe into strings.tdb
    You can find this file in your leveledit mod folder in ALWAYS\TranslationDB
    5) In Leveledit goto Strings->Edit Table and scroll to the right and select the category you added in step 4.
    There double click on an empty line to add a new string translation. Here you can now give your first Control Point its name.
    Code ID: IDS_DOM_North with String: North Control Point
    6) Now temp the preset under Object->Simple->Simple_DSAPO_Versions->Simple_MiniConsole and name it Dom_North_Point and set its translated preset name to your IDS_DOM_North Set the Physics Models to dom_node.w3d(big version) or dom_node_s.w3d(small version).
    Its Health should be 2 and MaxHealth like 300 and CNCMCTSkin as its skintype.
    7) "Make" the control point on your map and position it. Now save your level "AS" C&C_Mymap.lvl and create a mix file using XCC mixer.
    Also include a strings.tdb which you RENAME TO strings_map.tdb.
    Then you *should* be able to capture the CP and gain points.
    The scripts will automatically spam the players a bit every minute or so with what the current score it at.

    179 downloads

       (1 review)

    0 comments

    Submitted

  13. SweetFX for Tiberium Crystal War

    SweetFX is an universal image improvement and tweaking mod, that works with Tiberium Crystal War and enhances visual quality by the use of special shaders.
    Don't forget to post your screenshots on our forums @ http://www.mpforums.com
    Thanks to rackzz for telling us about this SweetFX shader and it working with Tiberium Crystal War.

    49 downloads

       (1 review)

    0 comments

    Updated

  14. DM-Lea

    Update (2015-01-14): Updated Lea to version Beta01a. This version works with UE4.6. Please check the changelog below for a list of changes!
    Hey everyone, just wanted to give you a heads up on a map I'm remaking for UT4. I've included a playable alpha version for testing and feedback. Word of caution, this is very alpha. Things are either broken, or not working correctly. Things are unoptimized, etc. Check it out. :-)
    This is a remake of a popular UT2004 map called DM-Lea. The original author is H1ghTecM@n^, and I do not take credit for the UT2004 map. I am recreating this map as a tribute to the UT2004 map, but with changes that make the map playable for UT4. As always, I respect original map authors and always give credit for any remakes I make.
    Changelog:
    (2015-01-14) (Version Beta01a) (Compatible with UE4.6)
    Changed armors back to defaults.
    Finished the textures on a few more meshes.
    Fixed a few problems.
    (2015-01-12) (Version 04t) (Compatible with UE4.6)
    Huge Experimental Changes concerning armors.
    Changed belt to 100a. Now absorbs only 75% of damage instead of 100%. Added custom static mesh for 100a.
    Changed vest to 50a. Absorption **unchanged** (75% of damage). Added custom static mesh for 50a.
    Changed thighpad to 25a. Absorbs 75% of damage instead of 30%. Added custom static mesh for 25a.
    Changed helmet static mesh to a custom mesh. Helmet values are unchanged.
    Changed initial spawn times of the thighpad, helmet and vest to 30 seconds.
    Added more static meshes to the map and more textures.
    Special thanks to community member "Raste" for redoing the lighting on Lea. This sped up my lighting build quite a bit.
    (2014-12-27) (Version 04o) (Compatible with UE4.6)
    Improved the lighting. Hopefully things are better now.
    (2014-12-22) (Version 04m) (Compatible with UE4.6)
    Added temporary lighting (the ugly blue lighting that everybody hates including me).
    (2014-12-21) (Version 04L) (Compatible with UE4.6)
    Temporary fix for "92 unbuilt objects" error.
    Added a window above the center helmet.
    Added more meshes
    New Post Processing Lighting (Not finished yet)
    Attempting to add a bit more color to the map with bright glassy parts (Work in progress)
    Improved a few things, might have broke other things.
    (2014-11-30) (Version 04h) (Compatible with UE4.6)
    Epic cooked this version. Same as version 04g, but with lighting fix.
    (2014-11-30) (Version 04g) (Compatible with UE4.6)
    Note: Busy month. I haven't had a lot of time to get much done, but I'm still working on the map.
    Added new ceiling fan and ceiling meshes. Not finished texturing yet.
    Added new windows and curved windows.
    Fixed a few collision problems.
    I still have not addressed certain issues, please be patient.
    (2014-11-02) (Version Alpha04a)
    Added more static meshes to the map, improving visual detail.
    Improved textures on the windows.
    A lot of things concerning blueprints, that doesn't matter to the average player, but matters to me as a map maker. This took the bulk of my time.
    Added slanted walls in some places.
    Slightly relocated a jump pad to make it possible to slide up a sloped wall (near belt).
    Added another helmet near belt to help reduce spawn killing, by allowing a spawning player to pick up 20armor and have headshot resistance.
    Will add more information later.
    (2014-10-09) (Version Alpha03c)
    Music (Thanks nonemm!)
    Windows (Not Finished yet)
    Custom Lifts (Not Finished yet)
    Custom Lifts light up when in use.
    Emissive Materials on trims (Not Finished yet)
    Improved the shock rifle area
    Improved the lift area near sniper
    Added a new ramp near the lift near sniper.
    Added a temporary wall material to all of the checkerboard walls
    (2014-09-20) (Version Alpha02q)
    FIRST RELEASE
    Game Version Tested & Works:
    UnrealTournament-Client-XAN-2318482-Win64 (As of 2014-10-09 - Lea Version Alpha03c)
    Installation Instructions for playing the map in UT4:
    Extract the zip file to this directory: ..\WindowsNoEditor\UnrealTournament\Content\Paks
    Description:
    A remake of the popular UT2004 / UT3 map called DM-Lea. This version is based off the UT3 version of Lea, which I created in 2010. The UT3 version was based off of the UT2004 version of Lea, which was created by someone else. This version aims to be a completely different looking map, with very sci fi, somewhat reflective metals to take advantage of UE4’s new features, and also to test my abilities to create a great looking map that also has great gameplay.
    Derivative Works:
    Please do not make any derivative works of this project until it has been officially released as a final, stable, non alpha or beta version. I usually encourage anyone to make derivative versions, but please, do not do so until this project is finished. Thanks. :-)
    Disclaimer:
    This version is not built specifically to cater to UT2004 players, nor UT3 players. I’m attempting to satisfy both audiences, and create something new for UT4. If you have some constructive criticism, please voice your opinions below in a civil manner for the best reception. :-)
    Goals for this version:
    Eliminate certain sight lines that could bias the map towards being overly spawn killy, or hitscan dominated.
    Improve certain rooms like the stinger room, or the bottom center of the map, to enhance gameplay.
    Scale the map slightly smaller than the UT2004 version, and bigger than the UT3 version of Lea. Find a good balance to fit UT4’s gameplay.
    Add slopes/ramps for dodging, and add an interesting garage door to take advantage of dodge rolling. Also, take advantage of multidodge in some areas.
    Known Issues:
    Filesize at the moment is HUGE and will only get bigger in subsequent versions. I will optimize texture sizes later to try to reduce filesize.
    The map colors, and textures are *NOT* final and are subject to change.
    FIXED - Rockets get stuck in blocking volumes. Quite hilarious honestly.
    FIXED - The lifts are a little bit buggy, need some tweaking. Untested in multiplayer, not sure if working in MP.
    Working on it - Static meshes have not been optimized. There may be performance issues until later.
    FIXED - Layout needs some improvement in some areas (Shock area, Rocket area, etc).
    The area directly below belt seems a little crampt. Might need to add a little extra vertical height for the middle section of that area.
    The doorways near shock rifle have messed up materials. Brightness issues. I need to fix those.
    Todo List (Plans):
    COMPLETE Implement custom music from Nonemm (Thanks!)
    Continue creating custom static meshes, and custom textures. Improve the look of the map until it looks fantastic, and also have an acceptable gameplay:system performance ratio.
    Seek feedback from community on things. Remember, not all ideas will be accepted, but will be heard and considered.
    Come up with a good color scheme.
    Take long and healthy breaks. xD
    Music:
    Community Member nonemm from #beyondunreal IRC channel on global gamers was kind enough to make custom music for my map! It sounds really great. Check it out!
    https://soundcloud.com/fjcomposer/dm-lea/s-eu7IQ
    Copyright: Nonemm (2014). You are *NOT* allowed to use this song in other maps, projects, for personal or commercial use. If you would like to use this song in your own map, please ask nonemm for permission to use this song. You can find him in the #beyondunreal IRC channel on irc.globalgamers.net
    Credits:
    MasterG for helping me with texturing, materials and certain 3d modeling techniques. Also, feedback.
    Nonnem for the custom song! Check out his song here.
    Satan’s Father for helping me setup UE4 from github.
    Raxxy for helping me cook the map using his super awesome map cooker.
    -CaptainMigraine (Neil)

    107 downloads

       (1 review)

    0 comments

    Updated

  15. Mountain Assault

    Blue Zone scenario for 2 players (1vs1) with enough Tiberium for bigger battles. The Mountains in the middle of the map avoid brainless spamming of units
    This map was generated using the tutorial from Dudley available at http://multiplayerforums.com/index.php?/topic/1099-worldbuilder-tutorial-for-command-and-conquer-3-tiberium-wars/

    322 downloads

       (1 review)

    0 comments

    Updated

  16. Sarajevo Red Zone

    Territory - Red Zone
    Players - 2х3
    Size of the map - middle (normal)
    The map based on a map from the game`s campaign
    Sarajevo Red Zone is a detailed map for 5 players. It is a beautifull remake of famous map from GDI and Nod campaigns. At this map, I decided to create the map after the Ion Cannon shot when the Blood of Gods was detonated. And now Sarajevo on the covered by Red zone and, accordingly, everything changed: Terrain, climate and many other things. The map has neutral units which are defending deserted bases (hint: check perimeters of the base and you will find highly explosive barrels. Be careful - one single shot and everything will detonate!).
    Map included 5 players: 2 - defenders and 3 - offensive players.

    448 downloads

       (0 reviews)

    0 comments

    Submitted

  17. CNC3_patch109_english.zip

    File imported by an administrator

    290 downloads

       (0 reviews)

    0 comments

    Updated

  18. WorldBuilder

    The official world builder for command and conquer 3 tiberium wars.
    Manual is included in PDF format.

    497 downloads

       (0 reviews)

    0 comments

    Updated

  19. C&C_TCW_Snipers

    General Map Information
    C&C_TCW_Snipers is based on the Sniper Only map from Tiberium Crystal War.
    The layout was originally designed by Westwood Studios for Renegade's Tutorial map but as you can see this map changed a lot compared to the original.
    There are several Sniper Towers available. Quite a few of nice trees (designed by Blazea58) to hide behind.
    In the former concrete training area is a huge Crane (by ImperialKaskins) to be climbed upon, you can get all the way to the top of it and snipe those ants on the ground
    This map really is a joint-effort from all the Tiberium Crystal War developers and shows somewhat what we have ingame in Tiberium Crystal War.
    Except in Tiberium Crystal War you can actually drive the vehicles And have access to superweapons too!
    Greetz TCW Dev Team

    281 downloads

       (1 review)

    0 comments

    Submitted

  20. LevelRedit

    * Add one or more Renegade .mix maps.
    * Set the output folder (you'd use your LevelEdit folder).
    * Click on 'Convert Now!'.
    * After converting, open LevelEdit and choose the mod package which has the same name as the map you just converted.
    * Open the .lvl file for the map you converted.
    After conversion, to complete the map:
    * Remove pathfind generators you don't need. The converter automatically creates pathfind generators in front of each carmaker, which could be too much.
    * Remove duplicate tiles. The converter may add tiles which were already imported with the terrain and therefor may be duplicates.
    * Add pathfind blockers as you need them.
    * Save the map.
    * In the menu, choose 'Pathfind' > 'Generate sectors...'. This may take much time.
    * Save the map.
    * In the menu, choose 'Lightning' > 'Compute Vertex Solve', check 'Check Occlusion' and hit OK.
    This may take much time.
    * Save the map.
    * You should add and apply VIS points to improve the map's performance. Skip this if you only want to test the map.
    Restrictions:
    * As mentioned above, LevelRedit may produce duplicate tiles.
    * No editor only objects will be generated, you have to add them by yourself.
    * No VIS points will be generated, you have to add them by yourself.
    Protection:
    * If you don't want your map to be converted back to a LevelEdit level file, place a light anywhere on your map and set it's ambient light color to RGB(51,102,153).
    * You cannot protect old maps you already released.

    303 downloads

       (0 reviews)

    0 comments

    Updated

  21. Lightposts

    Laeubi: These are the light posts I made for Bio
    They have been created by taking inspiration from the tiberian sun light posts.
    Don't forget to add the texutures to your mod folder.

    100 downloads

       (1 review)

    0 comments

    Submitted

  22. River Tactics

    This is a detailed symmetrical 6 player map, which should be played 3v3.
    The whole map is set in the area around albania and consists high
    mountains, plenty of room to build, 12 green, 2 green-blue, and 2 blue well
    placed tiberiumfields.
    (blue field crators let blue tiberium grow twice quicker, than the normal crators,
    because of importance to hold the middle.)
    It has a river which is flowing from north to south in the middle of the map.
    The middle part of the river is passable,
    to not let the 4 bridges be the
    only way to get on the other side of the map.
    Bunkers are placed near tech-buildngs and civil buildings are placed at
    hard fought areas, for the tactic aspect.
    AI is fully tested and works just fine.
    I played it online and everyone liked it.

    461 downloads

       (0 reviews)

    0 comments

    Submitted

  23. Join Name Regulator

    A simple plugin that has the following features:
    - Truncating names longer than a configurable limit
    - Replacing characters in a name
    - Changing a name when a player joins under an illegal name, you can configure the name to change to and the amount of digits appended to it
    These features have been done by multiple people over the years, but I felt like writing this anyway. You can contact me under the nick 'iRANian' on renforums.com. To install place 'JoinNameRegulator.dll' in your FDS folder and add an entry under the [Plugins] section of SSGM.ini and at the bottom of that file add:
    [JoinNameRegulator]
    GuestNick = Player ; Name to use + randomly generated digits when a player joins with an illegal name
    GuestAppendDigits = 6 ; How many digits to append to the GuestNick
    AllowedNameLength = 18 ; The maximum allowed length for a name, anything longer than this number will be truncated to this maximum
    [JoinNameRegulator_IllegalNamesTable]
    ; Players who join with one of these nicks will have their name changed to the values configured above
    01 = Host
    02 = Renegade
    03 = Unnamed
    [JoinNameRegulator_IllegalCharactersTable]
    ; This replaces an illegal character to the left of the '=' sign with the character on the right
    ;WhiteSpace = ! ; WhiteSpace is a special value as the character can't be loaded from the INI loading system
    ;[ = _
    Note: Crashes server if someone joins with 1 letter in their nickname

    73 downloads

       (0 reviews)

    0 comments

    Submitted

  24. Teleport Tubes

    Laeubi: All models are ready to use, you just need to add them to your map (on a flat surface).
    Since the last version I have optimised the texture sizes and material types in other words you get better FPS. and replaced 'n_ped.tga' with 'n_pedpmc.tga' texture
    zunnie: For a nice tutorial to use teleporters on your map please see this topic.

    117 downloads

       (1 review)

    0 comments

    Updated

  25. Red Planet

    Large map based on the Red Planet we all know as Mars.

    591 downloads

       (0 reviews)

    0 comments

    Submitted

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