----- 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.

 

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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.

 

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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.

 

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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.

 

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Q: Where's my lua missions?!?

 

A: I’ve not made missions yet. Mainly because I do not have a clue how to.

 

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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.

 

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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.

 

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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!

 

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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.

 

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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!