Staredit Network > Forums > SC1 Map Showcase > Topic: RE: Raccoon City 1.xx Release
RE: Raccoon City 1.xx Release
Nov 28 2008, 10:22 pm
By: Excalibur
Pages: < 1 2 3 4 >
 

Dec 2 2008, 12:59 am Excalibur Post #41

The sword and the faith

Quote from Craftstar2
Put a wall of depots and destroy them.
That will cause pathing problems, it is not do-able.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Dec 2 2008, 9:17 pm Jack Post #42

>be faceless void >mfw I have no face

That was too easy. I got to the end and won it with pubbies, and 1 clan member. The nemesis containers get lolpwned by firebats, and so does nemesis himself.We beat nemesis with 1 firebat and a medic.Basically firebats are too overpowered.

Not sure what the whole subway thing was.Too many civilians kept spawning at armoury, and the scv bug froze us a little till I pawned it with a bat.The college was too easy to access(although one of the noobs I played with walked straight past it so I got it first :D ).

On the good stuff, the coloured text was better than original, and the helicopter scene too. It was good that ups cost more(i think) but you could get heaps because of so many easy minerals.Terrain was nicer than the original. Player colours were good, not sure whether i prefer them or not, but being black makes you look sooo cool. It was really annoying that all those archons came right after the UBCS helicopter, but that made it better IMHO cos I lost all my guys and had to start again, which made it a leedle bit harder.


I personally prefer the original, although this was slightly better than vX. Sorry, but it's the truth as far as i can see.In the original, to get past dragoons was something reserved for the skilled players, not for people who have maybe played vX once, and nothing else.

***EDIT***
Forgot to mention, AI was very cool.

Post has been edited 2 time(s), last time on Dec 2 2008, 9:30 pm by zany_001.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Dec 3 2008, 1:12 am Craftstar2 Post #43



Same. Make the ending more exciting too. Oh you survived the onslaught but the zombies will continue to come.



None.

Dec 3 2008, 1:23 am Excalibur Post #44

The sword and the faith

Difficulty will be increased. Most of the maps balance is being redone on the new layout. The ending will not change from PK's original.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Dec 4 2008, 5:04 am Excalibur Post #45

The sword and the faith

Status update:





SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Jan 19 2009, 2:10 am Excalibur Post #46

The sword and the faith

Preview of the next version:

Yes, map dimensions have been increased.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Jan 19 2009, 6:40 am Jack Post #47

>be faceless void >mfw I have no face

Is there any subway mission, or is it just for getting civs if you keep it alive.?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jan 19 2009, 2:09 pm Excalibur Post #48

The sword and the faith

The middle street which is vital to the defense of both the RPD and the Subway will need more defense now. In other words the sub station still gives civs, but the street itself is much more important because even if you're holding all your starting checkpoints, they'll just fight right down to the RPD and then game over.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Feb 23 2009, 1:25 pm Excalibur Post #49

The sword and the faith

Status update:
1.50 Beta 7 has made leaps and bounds compared to the progress of 1.43-1.44 and even the other betas before it.

A lot of changes are behind the scenes, trigger systems that you're never going to actually see when playing the map, but make the map run a lot smoother. There were a lot of pathing issues that are now fixed due to the new spawn system. Panzer didn't know about death counter systems, and now that they're so common and understood now, I had an idea. Using a death counter, a switch, and checking how far into the game it was, I could shrink some 90 triggers into about 12. This is a huge step in the right direction. This is what I wanted when I originally set out: To use the newer innovations of mapping to make this classic really shine. I can make individually commanded waves in minutes, by copying and changing one set of triggers rather than one for every minute. That individually commanded wave can go on for as long as I want it to, and at any moment, be switched to a new set of orders. This means that I could possibly add randomization of enemy spawns (To a certain degree, having Chimeras spawn 5 minutes in wouldn't be fun. :P ) and randomize when a mission becomes imperative to be completed.

Aside from this, the new civilian system that uses just 2 locations rather than some 40, is a complete success. We have a lot of room for improvement now.

The map is going to be very easy to re-time from here on in due to the changes above. No limits are currently looming overhead and with luck, the extended map time won't take forever to make work.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Feb 23 2009, 2:57 pm JaFF Post #50



Good, good. You're improving the maps triggers and your trigger skills. The version I saw had really messy triggers. >_<

I'll definitely play this map when I get back from uni. Good luck with any further changes. :)



None.

Feb 23 2009, 3:34 pm Excalibur Post #51

The sword and the faith

Thanks JaFF. I'm also working on commenting/organizing the some 100 new triggers from the last 20 versions. I should've done so when I made them. :X




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Mar 7 2009, 6:21 pm FooFighters Post #52



Awesome map, and i finally found the sewer entrance on the second try [First was 25:05 left and Hunta Gamma killed us] but finally finished it... lost about 34 men by one of the nemesis canister landings :(, but overall, Good map



None.

Mar 20 2009, 2:31 am m.0.n.3.y Post #53



looks like a tits map, think it should be fun



None.

Apr 2 2009, 6:03 am Addiction01 Post #54



this map is the best, do you guys have normandy invasion?



None.

Apr 2 2009, 7:54 am Doodan Post #55



Quote from Addiction01
this map is the best, do you guys have normandy invasion?

The appropriate area for requests is here: http://www.staredit.net/topic/3375/



None.

Apr 28 2009, 8:12 am Jack Post #56

>be faceless void >mfw I have no face

Quote
For the past year or so I've been working on an authorized, permission-granted editing process on Panzer's RE: Raccoon City. I started with his last known official edit, 1.09, and worked my way on from there.
(There are reports that dispute this and say it was his cousin, whatever the case may be, it was widely accepted as his last approved release. When I spoke with him some years ago I told him it was the version I would be working off of and he had no objection.)
Panzer was one of my favorite mappers, and indeed, the map itself is a classic. The goals of this project have always been to keep the map as close to its original concept and play style as before, while enhancing the game play, quests, and features. Now it is a matter of opinion, and there have been many who disagree with me, but I find that the 1.xx series has been working towards that goal with precision and passion. Or at least, that has always been my attempt.


Incidentally PK who I often play with is not fussed with people modifying his maps, he said he didn't care much, althoguh he wasn't too happy when someone suggested he had made vX :lol: . Anyway, has any progress been made on this, cos there haven't been that many good RE maps coming out for me and moi clan to play on clan nights. Although EExcallys next ver might have clan tag baning on it... :-( :-(



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Apr 28 2009, 8:44 am Lingie Post #57



The current Panzer_Kavalier is not the real one. I can assure you on that, though I can be greatful that even whoever it is hates vX as well.


I KNOW! LETS ALL MODIFY POPULAR MAPS, AND THROW IN HERO AIR UINTS OF ALL OF OUR FRIENDS!

..C'mon guys, show some class. As least in Zombie Outpost, everyone was a ground unit..[/anti-hypocritical statement.]



Lingie#3148 on Discord. Lingie, the Fox-Tailed on Steam.

Apr 28 2009, 2:11 pm Pigy_G Post #58



So is this map done yet?



None.

Apr 29 2009, 12:42 am Jack Post #59

>be faceless void >mfw I have no face

Darkling how do you know hes fake?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jun 24 2009, 6:24 am LokiArexon Post #60



Are you still planning to release 1.5?



None.

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