SirCake's Mod/map Haven
Maps, Modded maps and updates on SirCakes modding stuff.
Wow, those look really crisp! I'll see if they fit in, but it looks good from first glance.
Could you rename it to "Flak Trap"?
I hope you didn't pirate some random pic from the web so I can actually use those
The ones I have now are home-made from scratch.
Could you rename it to "Flak Trap"?
I hope you didn't pirate some random pic from the web so I can actually use those
The ones I have now are home-made from scratch.
Check out Dune2k-Advanced on my moddb page!
Done, also fixed a mistake.SirCake wrote: ↑Wow, those look really crisp! I'll see if they fit in, but it looks good from first glance.
Could you rename it to "Flak Trap"?
I hope you didn't pirate some random pic from the web so I can actually use those
The ones I have now are home-made from scratch.
They are a mix of images from the web, Westwood original Icons & hand drawing.
Even if the original source images are copyrighted, these are exempt because they are being used in "transformative" fashion & therefore classed as original artwork. One of the loopholes in copyright, along with parodies & satire.
You are free to use them.
- Attachments
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- Iconsfixed.zip
- Fixed text & Palette mistake
- (8.17 KiB) Downloaded 1392 times
Copyright is a difficult topic and not as clear as it might seem. Avoiding conflicts is advisable.
You are right, in this case I see transformative aspects, on top of that it is non-commercial (which is a multiplier basically) , of poor quality (pixel-wise ;) ) and will likely not cause financial damage to the original authors. So...probably relatively safe to use.
I think I will add those with UOEv006 (which might be a fair while).
Thanks for making those, Inq.
You are right, in this case I see transformative aspects, on top of that it is non-commercial (which is a multiplier basically) , of poor quality (pixel-wise ;) ) and will likely not cause financial damage to the original authors. So...probably relatively safe to use.
I think I will add those with UOEv006 (which might be a fair while).
Thanks for making those, Inq.
Check out Dune2k-Advanced on my moddb page!
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- Posts: 77
- Joined: Wed Mar 14, 2018 2:59 am
- Location: Catia
Oh I didn't see this thread.
If anyone wants to try the new CG420 maps and give me feedback, here you go: https://resource.openra.net/maps/26334/
You can search for more maps too. Latest is v31. And NO THESE ARE NOT THE CRAZY RULES FROM BEFORE. Just some minor adjustments to a lot of things.
If anyone wants to try the new CG420 maps and give me feedback, here you go: https://resource.openra.net/maps/26334/
You can search for more maps too. Latest is v31. And NO THESE ARE NOT THE CRAZY RULES FROM BEFORE. Just some minor adjustments to a lot of things.
Sure!
Ragl currently has no (yaml) modifications compared to the release version, right? (If it had, those modifications would get lost)
Just send me a list of the maps (links to resource center) you want to be UOEfied (or even better, send me a zip file with these maps inside) and I'll run my conversion scripts over it and upload them for you to play with. NP.
Lets agree on a maximum,.. say.. ~15 maps?
Ragl currently has no (yaml) modifications compared to the release version, right? (If it had, those modifications would get lost)
Just send me a list of the maps (links to resource center) you want to be UOEfied (or even better, send me a zip file with these maps inside) and I'll run my conversion scripts over it and upload them for you to play with. NP.
Lets agree on a maximum,.. say.. ~15 maps?
Check out Dune2k-Advanced on my moddb page!
Ah ok. Well, I can put that into the UOE, no big thing. Had bug fixes before (submarine trargeting).
Check out Dune2k-Advanced on my moddb page!
HF with these additional UOE v005 maps
- Attachments
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- UOEfied_Maps.zip
- All maps added via Eskimos request (some OTT, some RAGL)
- (1.73 MiB) Downloaded 1473 times
Check out Dune2k-Advanced on my moddb page!
Re: Bold Balance Playtest Maps
Hey people,
With a new release comes a new set of UOE maps of course! Took the opportunity to tweak UOE it a bit.
Only minor changes in this new UOEv006 (Underused Options Empowerment Mod) which still strives to maximize player choices, viable startegies and unit options.
With this version I think I have reached the "done" level. All additional changes I tried didn't actually impove gameplay or felt out of place for UOE.
Changelist since v005:
- now using the awesome cameos by Inq for Cossack and Flak Trap
- removed MAD-Tank buff, because it ignored iron curtain protection!
- tanya and light tanks can now swim/float through rivers as well.
- Added a "UOE" category to the map selection screen.
The ammount of maps playable with UOE has increased dramatically as well! Choose your favourite playing field:
(links to my dropbox in the attached text files)
With a new release comes a new set of UOE maps of course! Took the opportunity to tweak UOE it a bit.
Only minor changes in this new UOEv006 (Underused Options Empowerment Mod) which still strives to maximize player choices, viable startegies and unit options.
With this version I think I have reached the "done" level. All additional changes I tried didn't actually impove gameplay or felt out of place for UOE.
Changelist since v005:
- now using the awesome cameos by Inq for Cossack and Flak Trap
- removed MAD-Tank buff, because it ignored iron curtain protection!
- tanya and light tanks can now swim/float through rivers as well.
- Added a "UOE" category to the map selection screen.
The ammount of maps playable with UOE has increased dramatically as well! Choose your favourite playing field:
(links to my dropbox in the attached text files)
- Attachments
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- UOE-1v1-showcase-maps.txt
- Map Pack: UOE showcase maps for 1v1 action. Best for experimenting with most UOE features in 1v1.
- (72 Bytes) Downloaded 1415 times
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- UOE-RAGL-S6-maps.txt
- Map Pack: All RAGL:S6 maps in UOE mode! Have fun!
- (64 Bytes) Downloaded 1423 times
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- UOE-team-games-maps.txt
- Map Pack: All team maps currently available with UOE ruleset.
- (70 Bytes) Downloaded 1388 times
Re: Bold Balance Playtest Maps
Here the full list of changes of UOEv006 compared to standard OpenRA:
BUILDORDER (more open)
BUILDORDER (more open)
- Construction Yard provides 30 power.
- No prerequisites: Refinery, Barracks, Power, Kennel(allies too).
- Techpath: Power -> Radar Dome + Advanced Power -> Tech Center
- Radar Dome -> Gap Generator -> Mobile Gap Generator (all allies).
- Production: Barracks -> Warfactory / Shipyard
- Service Depot: 800$(-33%), Radar Dome: 1250$(-17%), Advanced Power: 400$(-20%)
- Radar Dome can't be powered down.
- Increased Gap Generator range.
- Defenses deploy slower and all take the same duration to deploy.
- Tesla and Gun Turret get submarine detection and can shoot submarines.
- AA-Gun and SAM Site damage reduced by 25%.
- SAM Site missile tracking range increased significantly. Missile turn rate reduced.
- Adds Camo SAM Site to soviet.
- Rocket Soldiers garrisoned in Pillboxes shoot aircraft.
- MCV build rate reduced to that of all other standard vehicles.
- Ranger carries two passengers who can shoot while driving. (at reduced ranger range). Detects hijackers.
- Supply Truck production moved to Silo. Truck cost to 600$. New Silo model.
- Switched Radar Jammer to be France's special unit.
- Minelayer ammo capacity doubled.
- Light Tank can swim.
- Spies can only enter Advanced Power. Spy shoots while in Pillbox or Ranger.
- Hijacker captures instead of beeing crushed.
- Tanya can swim.
- Dogs see one cell farther.
- Gives Mig and Longbow stealth and submarine detection and anti-sub weapons.
- Mig carries separate ammo for air, armored and ground targets. Speed reduced. Less range.
- Yak turn cicle reduced. Speed reduced. Flight altitude reduced. Cost reduced.
- Transport Helicopters can transport most vehicles. (most vehicles occupy 5 slots). Cost to 700$(-22%). Explodes less violent.
- New soviet 'Cossack' transport plane. Parachute-drops loaded vehicles/infantry.
- Increased naval Transport capacity. Slows down with cargo. Cost to 1000$(+42%).
- Gunboat gains more vision. More damage. Less HP (destroyable by one Hind/Yak).
- Destroyer range increased, rate-of-fire decreased. Anti air capabilities moved to seperate aa-gun.
- Attack Sub transports two infantry. More damage vs bridge. Improved homing topedoes, less damage. Torpedos no longer jammable.
- Missile Sub increased range, new homing cruise missiles. AA capabilities removed.
- New 'Flak Trap' anti-air submarine. 'Deploy' to submerge, can't shoot while submerged.
- Attachments
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- ChangesGraphically_8bit.png (282.58 KiB) Viewed 33953 times
Re: Bold Balance Playtest Maps
Looks like some fun changes to play with, thank you!
Re: Bold Balance Playtest Maps
I had the project of doing a 2v2 naval map, probably using your rules.
Never had the time so far, but I hope soon !
Never had the time so far, but I hope soon !
Re: Bold Balance Playtest Maps
Hey,
just did an update of the UOE map rules to version 007.
Just one map this time, but with an important feature which I wanted to do for a long time (cuz' balance on water maps), and with the new release it became possible! Awesome
Changes since UOEv006:
- removed the hijacker buff (capture on crush)
- fixed longbow unlimited depth charges bug
- dogs can now swim
If you want to play UOEv007 on another map feel free and follow the copy instructions inside the map.
just did an update of the UOE map rules to version 007.
Just one map this time, but with an important feature which I wanted to do for a long time (cuz' balance on water maps), and with the new release it became possible! Awesome
Changes since UOEv006:
- removed the hijacker buff (capture on crush)
- fixed longbow unlimited depth charges bug
- dogs can now swim
If you want to play UOEv007 on another map feel free and follow the copy instructions inside the map.
- Attachments
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- bombardment-Landing-UOE-v007.oramap
- (303.45 KiB) Downloaded 1310 times
Check out Dune2k-Advanced on my moddb page!