CG420 Map Mods

Information and discussion for custom maps and mods.
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CatGirls420
Posts: 77
Joined: Wed Mar 14, 2018 2:59 am
Location: Catia

CG420 Map Mods

Post by CatGirls420 » Wed Mar 14, 2018 3:16 am

I will be slowly recreating my CG420 maps for the current release because the devs messed up the yaml's for modders, again :'(

So if you have any feedback please post here and I will try to implement your ideas in future releases! <3

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netnazgul
Posts: 359
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Location: Minsk
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Post by netnazgul » Wed Mar 14, 2018 2:35 pm

it's not "the devs messed up", but rather "the change was introduced that broke the maps with modified yaml". The change (scaling damage/HP values by 100) was needed to correctly process some small values which were truncated before.

CatGirls420
Posts: 77
Joined: Wed Mar 14, 2018 2:59 am
Location: Catia

Post by CatGirls420 » Thu Mar 15, 2018 6:03 am

Yeah sorry if that came across. Didn't mean against the devs. It just would've been nice if the openra utility worked for updating maps :p

But I managed through trial and error to figure most of the thing's out so.......expect a new release soon.

And believe it or not, if you're willing, I'd like your opinion on some changes since you're one of the good players.

CatGirls420
Posts: 77
Joined: Wed Mar 14, 2018 2:59 am
Location: Catia

Post by CatGirls420 » Wed Mar 21, 2018 5:10 am

New PRs that are contained in my new, finally released, CG420 maps!

PRs: https://github.com/OpenRA/OpenRA/pulls

Maps:
https://resource.openra.net/maps/26333/
https://resource.openra.net/maps/26334/

zypres
Posts: 40
Joined: Mon Oct 17, 2011 12:50 am
Location: Bergen

Re: CG420 Map Mods

Post by zypres » Fri Jul 06, 2018 6:33 pm

I miss the old fun maps....

NerevarII
Posts: 13
Joined: Sat Jun 30, 2018 11:58 am

Re: CG420 Map Mods

Post by NerevarII » Sat Jul 07, 2018 12:09 pm

Maybe I should bring them back sooner than planned. A lot of people have requested those again.

I might do it today.

Question: What do you think of making the Atom Bomb with default values stronger, by increasing the area of effect (spread) by 50% for all of the "levels", increasing damage for innermost "levels" by 100%, increasing charge delay by 50%, missile silo health +25%, cost up to 3,500?

For example:

Atomic:
warhead1spread: 2 >> 3 . . damage: 600 >> 1,200
warhead2spread: 4 >> 6 . . damage: 420 >> 840
warhead3spread: 6 >> 9 . . damage: 222 >> 444
warhead4spread: 8 >> 12 . . x
warhead5spread: 10 >> 15 . . x
warhead6spread: 12 >> 18 . . x
warhead7spread: 14 >> 21 . . x
warhead8spread: 16 >> 24 . . x
warhead9spread:18 >> 27 . . x
warhead10spread:20 >> 30 . . x

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