----- Map pack III ----------------------------------------------------------------------- 1.0.0 -
- Updated for B26.
----- Heads up! ----------------------------------------------------------------------------------
Before you can use these maps, be sure to add the following line to your
base.rte/scenes.ini file:
IncludeFile = Maps - Objects/Index.ini
The logical place to put it is underneath the “// Bunker Modules!” bit,
but anywhere else will do
fine as well. Be sure NOT to rename the folder "Maps -
Objects" to “Maps - Objects.rte”!
If you do not know what to do at this point, do it the easy way and
click HERE. (Internet
Explorer only.)
----- List of maps -------------------------------------------------------------------------------
‘City’ scenes:
Size: Players: Wrapped:
Suburbs
Large 1 Yes
Tenements
Large 1 Yes
Towers
Large 2 Yes
City Prison
Small 1 Yes
The Bank Medium 1 No
Skyrise Large
2 Yes
Office Small 1 Yes
‘Earth’ scenes:
Wastelands
Large 2 Yes
Excavation
Large 2 Yes
Ragnarok
Large 2 Yes
Gryphon
Small 2 Yes
Old Dam Medium 1 No
Station #134-GOT Large 2 Yes
Dry Flats Medium 2 No
‘Hell’ scenes:
The
Pit
Large 2 Yes
Limbo
Large 1 No
Inferno
Small 1 Yes
‘Snow’ scenes:
Arctic Pole
Large 1 Yes
Summit
Large 1 Yes
Snow Cave
Large 2 Yes
Missile Silo
Small 1 Yes
Glacier Medium 1 No
Ice Caves Medium 1 No
Cold Slabs Medium 1 Yes
‘Space’ scenes:
Command
Large 1 Yes
Craters
Large 2 Yes
Asteroids
Large 2 Yes
Outpost
Large 1 Yes
Comm Tower
Small 1 Yes
The Dig Medium 1 No
In Flight Small 1 Yes
Bonus maps:
Darkness
Medium ? Yes
Mario Large 1 Yes
Tetris Large 1 Yes
Brain spots: Brain spots are map
locations designated with a glowing '> <' mark.

They are recommended locations to place your brain in, although you can
always put it somewhere
else if you desire. Maps with two brain spots are better suited for two
human players.
Doors: Doors are always assigned to the red
player unless the doors are located in or near a
player 2 zone.
Player signs: Player signs show people
what their territory is when playing with two players.

For maximum fun people should keep their purchases on their own turf
during the building phase.
Landing zones: All maps have landing
zones. Keep in mind that the AI may not be limited to them.
Human players usually are.
----- Credits and thanks, in alphabetical order
--------------------------------------------------
BreensAndScrooned & TheLastBanana,
for lending their destroyable objects.
CaveCricket,
for
lending his rotated doors and hangars.
Dal,
for lending
his humongous blast door.
Duh102,
for creating the objects that go out with a bang.
Electroclan,
for lending his ventilation shafts.
Gotcha!,
for
creating the maps/scenes and objects.
Lord Tim,
for
not minding me peeking into his fountain code.
numgun,
for making the Gryphon and Ragnarok
brickship layouts.
sovietcommando,
for
lending his passive defenses.
uberhen,
for lending even more trees.
unknown people from around the world, for backgrounds and textures, scoured off the net.
As far as I know I've only used non-copyrighted stuff.
If you're positive that this isn't the case with some
things, please let me know.
----- Beta testing and feedback ------------------------------------------------------------------
Dal, Duh102, numgun, uberhen and Shook Thanks, guys!
----- Special thanks -----------------------------------------------------------------------------
Duh102 For on the fly
support and random blabbering on msn.
Nothing left for me to say except: Enjoy!
Oh, if you have something to say, please make sure it isn't
already covered in the FAQ below.
- Gotcha!
----- FAQ ----------------------------------------------------------------------------------------
Q: Will I need Build 26 for these maps?
A: Yes. No kidding. They will not work with a
previous build.
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Q: These maps won't load! It gives an error
saying some object isn't found!
A: In order to play these maps you will have
to modify the base.rte\scenes.ini file and add the
following line: IncludeFile = Maps - Objects/Index.ini
(Actually, any .ini file inside base.rte would do, but scenes.ini is the
most logical one.)
This needs to be done for the following reasons:
- This way you only need to load all the objects one time at startup,
instead of 5 times
(1 for every .rte, like
in the previous map pack).
- It'll shave off eons of loading time.
- Due to these objects loading just once, CC won't list stuff five times
over in the scene
building stage, which
is good.
- You'll be able to easily use the included stuff in your own maps.*
* Keep in mind that not all objects are made by me. If you want to
release your own map(s) with
these objects, be sure to ask permission from the appropriate people. I
am not accountable for
any boos thrown towards you if you use and release their stuff without
their consent.
My own objects can be used without asking.
--------------------------------------------------------------------------------------------------
Q: My Cortex Command folder is cluttered
with .rte's after unzipping your map pack!
A: Unfortunately, yes, there are 6 rte
folders, and a non-rte folder to boot.
If you use custom textures in your maps it is needed to have one .rte
per type of scene, so there
is one .rte for Space, one for Snow, etc. I'll spare you further
details.
There is one benefit though, and that is that you can leave maps out
when loading the game,
shaving time off your loading time.
They are also conveniently named: Maps - <scene type>, to keep
your CC folder as tidy as possible.
--------------------------------------------------------------------------------------------------
Q: The maps show a black area below the
background!
A: Supported resolutions are 640x480 and
800x600. Anything above that will show a black area at
the bottom.
There won't be support over 800x600 in B23 because of the following
reasons:
- If I would stretch them to 1024x768, then the 640x480/800x600 users
would have to look at
a small part of the
complete background, which is undesirable. (Trust me on that one.)
Also, some layers would
fall out of the visible screen, not to mention that stretching
the backgrounds out of
their original size makes them ugly to begin with.
- It makes the game boring. Most AI units can't look very far, so
putting the screen in a
high resolution will
allow people to pick off anything from miles away with no effort.
- The game runs hellishly slow for many people already; using higher
resolutions doesn't
really help.
If you wish you can stretch the backgrounds yourself and see if you can
live with how they
look, or just use 1024x768 with the current backgrounds. They are tiled
horizontally,
so no problems in the horizontal department.
--------------------------------------------------------------------------------------------------
Q: These maps won't load! CC gives an error
saying some object isn't found!
A: Be sure NOT to rename the folder
"Maps - Objects" to "Maps - Objects.rte" or killer bunnies
will come at night and club you with a 2 by 4. If you use an old build then
they’ll club you twice.
--------------------------------------------------------------------------------------------------
Q: Where's my lua missions?!?
A: I’ve not made missions yet. Mainly
because I do not have a clue how to.
--------------------------------------------------------------------------------------------------
Q: I love the maps but hate the scenes. I
want empty maps.
A: Remove the contents of the Scenes folders
and delete all the lines from the scenes.ini files.
The maps will be empty and ready to be filled with your own scenes.
--------------------------------------------------------------------------------------------------
Q: These maps run too slow!
A: I'd love to help out if I could, but I can't.
Cortex Command might look like a pre- 1999 game
(nothing wrong with that by the way; old school rocks), but it can get
really heavy on an average
computer as you might have noticed.
If the larger maps runs horribly, try one of the included smaller maps.
If those also run like a
one-legged grandfather on drugs, then demote your pc to a fancy
typewriter and buy a new one
(or nag to your parents, but I am not responsible for any possible
decrease in allowance or belt
whipping). Also try defragging your harddrives now and then. People
underestimate what it can do.
All maps are tested on my machine to run without any slowdowns (even
Ragnarok) and with plenty of
actors walking around.
--------------------------------------------------------------------------------------------------
Q: These maps won't load! It gives an error
saying some object isn't found!
A: Really, be sure NOT to rename the folder
"Maps - Objects" to "Maps - Objects.rte" AND use build
26 or rabid monkeys will wake you up in the morning and pull off your
ears with a rusty spoon!
--------------------------------------------------------------------------------------------------
Q: I shot this object, but found out it was
in the background. Why?
A: Not all objects are shootable. This has
been done because of the following reasons:
- Too much MOSRotatings (e.g. shootable objects) will cause a slowdown
in performance.
- Too much time needed to make them. (Hey, I have a job, you know.)
If you use MOSRotatings in your own maps, remind yourself not to overdo
it.
--------------------------------------------------------------------------------------------------
Q: This coalition guy is hugging that ammo
crate instead of trying to find my brain.
A: AI won't shoot at MOSRotatings and also
can't walk through some of them, so on a rare occasion
one will get stuck while trying to pass an ammo crate or something. More
fun to shoot that crate
though!
----- The End ------------------------------------------------------------------------------------
...or is it? MUHAHAHAHAHAHAAAAA!