-
Posts
6653 -
Joined
-
Last visited
-
Days Won
433 -
Donations
180.00 USD
Content Type
Profiles
RenHelp
Renegade Maps
Test Wiki
Forums
Downloads
Events
Files posted by zunnie
-
0 comments
Submitted
-
C&C Reborn Models [OLD]
This is a file i downloaded a long time ago from the reborn website.....it has since then been taken down and has been missed by many fans......here's your chance to get them ........... this is the original file released.....it has not been alter
found on another site so unsure who made tham or if they work
43 downloads
-
Classic Sniper Towers (gmax)
Classic Sniper Towers in gmax/renx format for use on maps.
82 downloads
0 comments
Updated
-
Tagging System
By zunnie in SSGM 4.0 Plugins
This is a very simple tagging plugin that I made for the map/mod test server that I use.
It seems to do what I want it to but if there is something wrong with the code I'm sure someone will let me know. keep in mind I know very little of making ssgm plugins.
How it works:
Basically it keeps track of scores over a period of a month and tags a player based on the scores they have accumulated; the tags are updated when a player joins or when a new level loads.
The scores and current month are stored in a file in the server folder called scores.txt; this file gets created if it does not exist.
At the beginning of a new month all data gets deleted.
The scores (which cause the tag updates), and the tag titles are read from the ssgm.ini file so that they can easily be changed.
By: roszek
;Add to the ssgm.ini file.[TaggingSystem]tag1=Generaltag2=Lieutenant Generaltag3=Major Generaltag4=Brigadier Generaltag5=Coloneltag6=Lieutenant Coloneltag7=Captaintag8=First Lieutenanttag9=Second Lieutenanttag10=Sergeant Majortag11=First Sergeanttag12=Master Sergeanttag13=Sergeant First Classtag14=Sergeanttag15=Corporaltag16=Private First Classtag17=Privatescore1=130000score2=105000score3=92000score4=82000SCORE5=72000score6=65000score7=58000score8=51000score9=44000score10=37000score11=30000score12=23000score13=17000score14=11000score15=5000score16=2500
69 downloads
0 comments
Updated
-
Space Out
By zunnie in SSGM 4.0 Plugins
I threw together a simple plugin that changes spaces in nicks to underscores.
It seems to work
By: roszek
50 downloads
- roszek
- ssgm 4.0 plugin
- (and 2 more)
0 comments
Updated
-
0 comments
Updated
-
Hum-Vee with Tow Missles (GMAX)
Hum-Vee with Tow Missles
The HumVee with Tow Missles model has been done for Renegade. Just like the HumVee with Tow Missles in Generals but has a GDI skin and a Jungle Skin as an alternate.
also
Hum-Vee with Tow Missles (GMAX)
A GMAX version of the Hum-Vee with Tow Missles for Renegade so feel free to modify it as you see fit.
62 downloads
0 comments
Submitted
-
Recon Bike Files
This contains the files needed to create maps with recon bikes in it.
The zip has the Purchase Terminal icons as well.
A good tutorial on how to set them up properly can be found over here:
http://multiplayerforums.com/index.php?/topic/1278-add-recon-bike-purchases-for-nod-gdi/
52 downloads
- recon bike
- vehicle
- (and 2 more)
-
C&C_The_Core
By zunnie in Maps by MPF
General Map Information
This map is not something like DM, DOM or AOW map.
Each side has a Core in their base, a huge object with lighting, the enemy has to destroy this Core to win the game.
The Core cannot be repaired! Buildings are indestructible.
What to do?
In the center of the map there is a Center Node. When you repair this Node you capture it and it becomes yours. The enemy Core becomes vulnerable to attacks when this has been done. The Cores are not damageable unless your team owns the Center Node.
There are Unreal Tournament 3 female announcements for most of the Node/Core events to let players know what to do.
Inside the Barracks and Hand of Nod you can find a Terminal "Pickup Orb". When you press E here you will get the Orb weapon.
This weapon can capture the Center Node in 1 shot from close range even if it is already teamed to the enemy.
There can be only 1 Orb per team at a time.
Most characters don't spawn with Timed C4 (minigunners, engineers and hotwires/technicians excepted) because it would be too easy to kill the Center Node then and too much C4 spam in that area. Use the Orb to insta-capture the Center Node.
Havocs and Sakura's have a 2 bullet clip. Snipers have a 3 bullet clip.
Gunner has a basic rocket launcher to elimate the inbalance with Rocket Soldiers which are likely to be used to attack the Cores.
Rocket Weapons had their range decreased to combat "Base 2 Base Core Attacks".
A crate spawns in the middle at the Center Node as well as a Weaponcrate.
Much thanks goes out to Mauler, ImperialKaskins and Blazea58 for their content in this map such as the trees, carrier and ramps to the deck.
Notes
To play this map you require script updates which are not available in TT 4.0 RC1, when the next version of TT 4.0 comes out you will be able to play and host this map on your own server and game.
It is now in rotation on the UltraAOW.com NewMaps 4.0 server.
Have fun!
301 downloads
0 comments
Updated
-
Mountain Assault
By zunnie in 2 Player Maps
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
0 comments
Updated
-
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
-
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
-
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
-
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
-
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
-
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
-
Buenos Aires Red Zone
By zunnie in 2 Player Maps
The once blue zone city Buenos Aires has been infested by tiberium. A battle between NOD and GDI left as result a devastated area. At the end of the battle, NOD tested its new tiberium vein detonation super weapon, which leaves the city in ruins.
142 downloads
0 comments
Submitted
-
Bulgaria
By zunnie in 2 Player Maps
Theme: Yellow Zone, temperate/forest
This is a 2 player (1vs1) map based on level 12 from the
C&C95 GDI campaign.
This map is set in Bulgaria where the original took place,
in a borderline Yellow Zone.
This is an asymmetrical map with either side starting in
opposing corner, each side has similar amounts
of tiberium surrounding their bases.
Each side also has access to their own blue tiberium fields
and tiberium spikes by way of outposts, but are vulnerable to
attack and seperation from their bases by the attacking force.
There is also an EMP tower and Defense Tower on the west
side that can only be taken over with air support.
197 downloads
0 comments
Submitted
-
Camouflage By Experiment
By zunnie in 2 Player Maps
Very first map I've ever made for any game, hope you enjoy it.
Two oposing MCVs get to the location and head into the woods to make a base.
The map is balanced pretty well. Each side has a green tiberium field and a blue tiberium field nearby. The rest of the tiberium can be obtained from the farm located
in the mid-west. The farm contains 2 tiberium fields regenerating 20% faster than the original fields by the bases. This should create a lot of action from players trying to take control of it. There are also three tiberium spikes which can be taken. There is a nice opening behind the lake which can be used to flank an enemy base.
P.S. Have fun with the camouflaged comando :]
87 downloads
0 comments
Submitted
-
Center Match
By zunnie in 2 Player Maps
A 2-Player Command and Conquer 3 map. Corner to corner set up. all the Tiberium spikes are in the center of the map. Fight for them to get the upper hand.
129 downloads
0 comments
Submitted
-
Cologne Germany
By zunnie in 2 Player Maps
This is an official EA mission map that was one of my favorite and i turned it into a 1 vs 1 skirmish map.
There is alot of tiberium for each player (green+ blue).
Each player has 2 tiberium spikes to capture on each side of the map.
There alot of buildings to garrison also.
HAVE FUN!
205 downloads
0 comments
Submitted
-
Complex IV
By zunnie in 2 Player Maps
This is Complex IV its a continuince of my complex series for Red alert 2.
Its a 2 player map it has a river running threw it that cuts the map in half
only one way across is a bridge that leads straight into a small city.
It Basically a massive Ambush point.
Ive played it AI seems to work just fine rather fast paced the way i ment
it to be this map does have fog on it so deal with it it adds ambience this
took bout 2 hours to complete
have fun ^.^ K THX BAI!!!
152 downloads
0 comments
Submitted
-
Compression Expansion
By zunnie in 2 Player Maps
The bases are at the north and south ends. To the east, there is a tiberium field and silo for each player, and a cliff overlooking the center with 2 tiberium spikes and a bunker for players to fight over.
In the center, there is a small, destroyed city with a tiberium field for each player, a subway hub in the middle, and some destroyed buildings to hide behind. To the west there is a tiberium spike and a bunker behind each player's base, and accross a canyon, blue tiberium, a mutant hovel, and a bunker are availible for each player, with a defensive turret and EMP control center in the middle. The canyon can be crossed by a bridge on either player's side, or a by a land bridge in the center.
132 downloads
0 comments
Submitted