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  1. Version 1.0

    206 downloads

    The files below were removed with permission from Taz's C&C_Grand_Canyon.mix credit for these textures go to him. Note: I modified the first four textures and renamed them by adding junk at the end of the name. Also Note: That the buildings(the ones that you can not enter) on the field were downloaded as free assets from the internet. mjf_grass.tga mjf_tiberium.tga mjf_dirt.tga tiberium.tga dsp_lightpost2.tga
  2. Version 1.0

    187 downloads

    General Map Information Bridge_Control is based on the other Bridge_Control map from Tiberium Crystal War. It is a fast action paced map with only two buildings per team: GDI: Weapons Factory and Infantry Barracks Nod: Airstrip and Hand of Nod There are also Tiberium Silo's providing the teams with money, 2 on each team giving each $5/3sec. Beware that one of your silo's is very vulnerable in the middle area and is likely destroyed at the start of the map. Don't worry though, you have another one behind your Infantry Building, and on top of that you can repair the silo's back to full health after which they become operational again. The Tiberium Silo's do not have to be destroyed to end the game, so it never ends in a stalemate Silo vs Silo The ruined buildings were created by Hunter-Seeker and weapons spawn inside it! The crane was created by ImperialKaskins. You can climb all the way to the top and get the sniperrifle that spawns there The appartment buildings at the side of the map were also created by ImperialKaskins and are a nice decorative touch. The trees on the map were designed by Blazea58 Have fun people
  3. Version 1.0

    249 downloads

    ======================== ==C&C_Winter_Field.mix== ======================== Gametype: AOW Size: Large (45+ Player accommodation) Version: 1.0 Created: Mauler -- Addition Files: Blazea58 C&C_Field set in winter conditions ===================== =Changelist/Features= ===================== - CnC Mode - Rotable MRLS Turret - Ramjet Rifle ammo decreased to 1 clip rounds - CnC Crate Spawner for (serverside mods) - VIS system in place, for maximum performance
  4. Version 1.0

    193 downloads

    General Map Information A nice map somewhat inspired by Hourglass Four ways to get into the enemy base and a tunnel. The map has 3 Tiberium Silo's per team and there is no Refinery but instead there are 2 Power Plants on this map. We had lots of great games on this one.
  5. Version 1.0

    130 downloads

    General Map Information A very kickass map by zunnie and mauler with a Tropical touch to it. Lots of trees and bushes and cliffsand. Map has a Aircraft Carrier in the center of map which has a Control Point which can be repaired to gain control over the Carrier. When your team repaired the Control Point the Carrier will be yours and Orca's or Apache spawn on top of it. To get on top of the carrier you need to walk over the bridge till you see a Roster on the side, there you can climb up. When the Control Point is destroyed by the enemy you can no longer refill your Heli's until you re-capture the Control Point. The Aircraft Carrier cannot be killed, to stop enemy helicopters you will need to destroy the Control Point. Other than the above this is a regular AOW map which a very nice touch to it.
  6. Version 1.0

    196 downloads

    General Map Information Ever since 4.0 came out, Blazea58's wanted to create some C&C mode maps. He decided he would create a small infantry map, somewhat like C&C_Sand or C&C_Gobi, though one that has more then two direct entrances into the bases. Editor map Setup and Scripting work was done by zunnie. This map has four ways into the bases, and two spots for snipers to perch from as well, overlooking each base. The bases are only seperated by a thin mountain, and a tunnel which you can use to quickly get there. Then there is two large paths around the outside of the bases, and an underground tunnel which goes directly into each base. There are Cannon- and GunEmplacements available in base. The base tunnels are protected by Ceiling Guns and the main base area by three Gun Towers. There is one Nod Buggy and one GDI Hummvee on the map. The Tiberium Silo's grant $5 every 3 seconds. They take 3 Timed C4's to be destroyed and you can repair them back to full health again after which they team to the team that repaired it and grant them money again. The Tiberium Silo's do not count as an actual building and it is not required to destroy them to win the game. The Buggy and Hummvee can have 1 driver and 2 passengers. Known Issues: The Tiberium Silo's will not be killed by beacons due to an engine limitation and the way they are setup. Greetz Blazea58 & zunnie
  7. Version 1.0

    179 downloads

    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.
  8. Version 1.0

    301 downloads

    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!
  9. Version 1.0

    82 downloads

    This plugin when loaded on the fds will randomize the rotation. Everytime the nextmap will be a random one. The first map in rotation is not affected by this plugin so is always the same. To load it on your server simply add it to your ssgm.ini [Plugins]. Disable brenbots !nextmap command by editing commands.xml and set enabled value to 0. To see the nextmap type !nextmap or !next.
  10. Version 1.0

    74 downloads

    This plugin enables you to set a target amount of kills required for a player to win the game. When you set Required_Kills to 10, the first player to get 10 kills will win the game and gets the Reward_Points set in ssgm.ini Set Reward_Points to like 5000 or something so they will get MVP too Players can lookup their kills left by typing !kills To use plugin add it under the [Plugins] in ssgm.ini like for example: [Plugins]00=BanSystem.dll01=Mute.dll02=mpf_win_by_kills.dll At the bottom of ssgm.ini add a section containing this to configure a global setting: [Win_By_Kills]Required_Kills=15Reward_Points=5000 Then you can configure it per map by adding entries like this for every map (mapnames are ALL lowercase): [c&c_islands.mix_WBK]Required_Kills=100Reward_Points=5000 Have fun !
  11. zunnie

    CoopBeta

    Version 4.2.4

    438 downloads

    This package will turn your Renegade FDS into a Co-Op server where you can fight together with other players against bots on the Single Player Mission Maps. This version has the following maps: M00_Tutorial M01 M02 M03 M04 M05 M08 M10 M11 Skirmish00 Source levelfiles for M08, M11 and Skirmish00 are included.
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