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Sat, 2012-03-10 23:15
Hey guys
Any maps out there with the following criteria:-
> Huge 8 player (Nicely fit 8 players, so that if it was a 1v1 each player could do several base expansions)
> Mainly flat terrain
> Lots of Tiberium
> Perhaps a bit of water for strategic Naval placement?
Thanks in advance
Vlad
Any maps out there with the following criteria:-
> Huge 8 player (Nicely fit 8 players, so that if it was a 1v1 each player could do several base expansions)
> Mainly flat terrain
> Lots of Tiberium
> Perhaps a bit of water for strategic Naval placement?
Thanks in advance
Vlad
Sun, 2012-03-11 07:15
#1
The biggest maps are at the bottom of the maps list; the biggest one currently being Tiber, followed by Radial Range and Delirious Island.
Sun, 2012-03-11 09:16
#2
Do people still you use FinalSun to create maps?
Thanks
Thanks
Sun, 2012-03-11 12:10
#3
Yes, FinalSun is the map editor and it's included with DTA (in the FinalSun subdirectory).
Sun, 2012-03-11 16:05
#4
I get a 'Tibsun.mix could not be loaded' error
Any suggestions?
Thanks
Any suggestions?
Thanks
Sun, 2012-03-11 16:20
#5
Try to delete FinalSun.ini (or FinalSun_DTA.ini, can't remember which one it was) from FinalSun's folder, then go and run the Launcher once (just open it, wait a few seconds and click Close), and try running FinalSun again.
Sun, 2012-03-11 17:28
#6
Where exactly should the Final Sun directory be?
Sun, 2012-03-11 17:56
#7
FinalSun is included with DTA. If you've got DTA already installed, there is a "FinalSun" folder inside DTA's directory. There you already have FinalSun installed, just run FinalSun_DTA.exe and start mapping.
For example, if you've got DTA installed in "C:\Westwood\The Dawn of the Tiberium Age\", you already have FinalSun installed in "C:\Westwood\The Dawn of the Tiberium Age\FinalSun\".
FYI, DTA includes a special version of FinalSun (known as FinalSun_DTA). It has some hacks and other things that were necessary so you can make DTA maps with it properly. If you're trying to install the normal TS FinalSun from wagnerma.de, it won't work with DTA.
Clear?
If you get the same "tibsun.mix could not be loaded" error with FinalSun_DTA, do as I previously said:
1) Delete FinalSun.ini from the folder where FinalSun_DTA.exe is
2) Then go one folder up to your DTA directory
3) Run DTA_Launcher.exe
4) Wait some 2-3 seconds and click Close
5) Go back to the FinalSun folder and run FinalSun_DTA.exe. At this point you will have a new FinalSun.ini in the same directory if you deleted it previously (as you should have). This new one is generated by the Launcher and should work with FinalSun_DTA.
For example, if you've got DTA installed in "C:\Westwood\The Dawn of the Tiberium Age\", you already have FinalSun installed in "C:\Westwood\The Dawn of the Tiberium Age\FinalSun\".
FYI, DTA includes a special version of FinalSun (known as FinalSun_DTA). It has some hacks and other things that were necessary so you can make DTA maps with it properly. If you're trying to install the normal TS FinalSun from wagnerma.de, it won't work with DTA.
Clear?
If you get the same "tibsun.mix could not be loaded" error with FinalSun_DTA, do as I previously said:
1) Delete FinalSun.ini from the folder where FinalSun_DTA.exe is
2) Then go one folder up to your DTA directory
3) Run DTA_Launcher.exe
4) Wait some 2-3 seconds and click Close
5) Go back to the FinalSun folder and run FinalSun_DTA.exe. At this point you will have a new FinalSun.ini in the same directory if you deleted it previously (as you should have). This new one is generated by the Launcher and should work with FinalSun_DTA.
Sun, 2012-03-11 21:23
#8
Yea it works now many thanks.
You are guys are too good!! You have to understand I've been away from the scene for 9 years and now that all this is going on I'm sticking around!
You are guys are too good!! You have to understand I've been away from the scene for 9 years and now that all this is going on I'm sticking around!
Sun, 2012-03-11 21:34
#9
Heh, the TS community has certainly made some progress in work quality in the last 9 years. I wasn't around then (didn't even have an internet connection -- and was just 8 or so years old), but viewing old assets from back then.. they don't look very good in my eyes, even if they'd have got spotlighted when they were released.
Oh and you're welcome.
Oh and you're welcome.
Sun, 2012-03-11 23:30
#10
You think the hardcoded stuff will ever be overcome? From what I can gather the hyperpatch intends to fix only a few small things.....
Mon, 2012-03-12 10:47
#11
Well, there's big plans for HyperPatch, but we'll just have to wait and see whether all of those plans can actually be realized.
Mon, 2012-03-12 15:48
#12
And outside of the actual HyperPatch CCHyper (the author of the patch) has also done some hacks when needed, for example DTA's 32 facings instead of TS' 8.
Mon, 2012-03-12 19:22
#13
I made a map before to play online with my brother but he gets an error "Unable to play, could not load scenario"
Any ideas?
Any ideas?
Tue, 2012-03-13 12:05
#14
You both need to have the map in the game's folder for it to work (CnCNet unfortunately can't transfer map files).
Tue, 2012-03-13 18:43
#15
Already tried that but it doesn't work.
Still get scenario error. I've tried putting the map in his DTA directory and also in the directory where the mix files are, but still to no avail.
Any ideas?
Still get scenario error. I've tried putting the map in his DTA directory and also in the directory where the mix files are, but still to no avail.
Any ideas?
Tue, 2012-03-13 18:58
#16
Make sure the map's filename isn't longer than 8 characters.
Fri, 2012-03-16 18:47
#17
It worked so thanks a lot
Think you can help me on the followin? I've never been one for FinalSun so I'm newb when it comes to maps:-
I've made a massive 8 player map for me and my bro to use to fight against level 2 AI. Only problem is that we always start on the other side of the map from each other and we'd rather start together or close.
Is it a case of changing the red flag starting positions in FinalSun or is there something else?
Thanks
Think you can help me on the followin? I've never been one for FinalSun so I'm newb when it comes to maps:-
I've made a massive 8 player map for me and my bro to use to fight against level 2 AI. Only problem is that we always start on the other side of the map from each other and we'd rather start together or close.
Is it a case of changing the red flag starting positions in FinalSun or is there something else?
Thanks
Fri, 2012-03-16 19:20
#18
You cannot change that behaviour in any way, the game is hardcoded to do that. DTA's Comp Stomp maps have a special teleportation system to work around that (you know if you've played those), but making such a teleportation system takes some effort. Bittah knows more as he has been the one doing those for all maps.
Fri, 2012-03-16 20:29
#19
Damn so it won't be a straight forward process for me to insert the teleportation processes myself?
Fri, 2012-03-16 21:51
#20
Well, unless you know how to manually code tubes (tunnels), there's not really a straight forward process to set up the teleportation system for a map and even if you do know, the teleporters might sometimes not work in certain locations and it's a trial-and-error process to move either the teleporter entrance or exit to a location where it does work.
If you want I can edit your map for you to make it into a comp stomp map when I find some time, or alternatively you could use an existing comp stomp map as a base to create your own map from.
The best way to use an existing comp stomp map as a base would be by first looking for a comp stomp map that has the same number of players you want your map to have and has the starting locations in the same places where you want yours to be. Once you've picked a map, extract it from CSMaps.mix with XCC Mixer, rename it (remember to also change it's extension from .map to .dpr) and then open it in wordpad. In wordpad delete all of the code that belongs to [Infantry], [IsoMapPack5], [Structures], [Terrain] and [Vehicles] (depending on the map there might be no [Infantry] or [Vehicles]) and in the map has bridges you'll also have to delete only the lines under [Tubes] that end with more than a single -1 (the ones that end with more than a single -1 in fact end with over -1 repeated over 90 times which makes it easy to tell which lines to remove).
Now open your map in FinalSun and use erase overlay tool to get rid of all tiberium fields (make sure you don't accidentally remove any of the teleporters), after which you can start making your map.
If you want I can edit your map for you to make it into a comp stomp map when I find some time, or alternatively you could use an existing comp stomp map as a base to create your own map from.
The best way to use an existing comp stomp map as a base would be by first looking for a comp stomp map that has the same number of players you want your map to have and has the starting locations in the same places where you want yours to be. Once you've picked a map, extract it from CSMaps.mix with XCC Mixer, rename it (remember to also change it's extension from .map to .dpr) and then open it in wordpad. In wordpad delete all of the code that belongs to [Infantry], [IsoMapPack5], [Structures], [Terrain] and [Vehicles] (depending on the map there might be no [Infantry] or [Vehicles]) and in the map has bridges you'll also have to delete only the lines under [Tubes] that end with more than a single -1 (the ones that end with more than a single -1 in fact end with over -1 repeated over 90 times which makes it easy to tell which lines to remove).
Now open your map in FinalSun and use erase overlay tool to get rid of all tiberium fields (make sure you don't accidentally remove any of the teleporters), after which you can start making your map.
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