I Didn't want to release this yet, but I have no choice. (more on that later)
This is proving grounds.
This .rte uses a Custom Activites file, so open base.rte\Index.ini and comment out activites.ini or else this will not work properly.
the base map, is simply that, prove how good you are, with limited funds. there is no gold on the map, you get what you start with.
KOTH(A) King of the hill, includes a pre-fab base, as well as some other stuffs
KOTH(B) , a different pre-fab base
KOTH(C), the same pre-fab base as KOTH(B), but with some minor changes, and disasters happening right off the bat.
KOTHR(A) the same pre-fab bunker as in (A) but, it is instead held by the AI, with an AI brain, you have next to nothing to start with, and they STILL attack you. (King of the hill, Reversed)
KOTHR(B) Obvious
KOTHR(C) Duh,
TF_Alpha_Delta: Testing Facility alpha-delta, A map, with a strong wall at the top so AI doesn't spawn, this map is designed to test mods. This one is for testing guns (pistol, SMG, Shotguns, NOT FLACK) and diggers. As well as arial collisions for dropships and rockets.
For guns, there are 4 firing bays, with various blocks of material, for use as 'ballistics gel' there are a few already there, but you can replace them with different materials, their bunker modules, I included more of those as well, however, due to how hurried I am to release, some are un-finished, I am sorry, just copy each bunker module, and change the file-paths and make a few new .bmps for the material layer.
for diggers, you can use the same area.
for dropships and rockets, the above-ground portion of the map, is a large open area, and on top of the hill, there is a concrete wall (again, can be replaced with anything) that you can fly over, or crash with, to test gib impulse/Structural integrety, for your drop - whatevers. (For example, gibs on concrete, at X speed, but NOT if an actor at the same speed hits it. skeletons are bone, so make a pillar of bone, and crash at the speed the skeleton would hit, about 10-15 pixels into a block of the material = about 1 actor i think, this is an estimation, i don't know how to be exact)
Testing facility beta theta : For testing heavy weapons, bombs, and actors.
For heavy weapons, like before, there are firing ranges, however they are larger.
This map is for testing cannons, Flack, lazers, and uber-weapons (things that will always win against default AI)
for Bombs, on top of the hill there is an enclosed space with a hole, with actors in different positions, behind different cover, with a platform to drop explosives on. you can drop the explosive, and see what types of actors will die, or live, and what cover can save someone.
For actors and dreadnoughts, there are 2 small obstacle courses.
A course simmilar to the one in the tutorial mission,
and a course specific for Dreadnoughts, consisting of different sized and shaped blocks, to test if they can scale it, and the final, difficult to do test, "can your dreadnought go up a ladder"
the default dreadnought oddly enough CAN scale a ladder... Sometimes...
Testing facility Omega: this one is corny.
Its the same as TF BT, but, the wall that blocks AI is gone, so you have this testing facility map, with AI trying to kill you. its a bit odd, I did THIS just to be funny.
Other than the maps, this mod includes
Bunker modules
Blocks of water, oil, bone, flesh, xenocronium, concrete, and i think something else. i forgot. They are all free, there made for testing, they don't look good for building bases, their not supposed to.
Weapons.
The sentinal beam that I made in B14 i think it was. Its the same weapon, and its used by the AI in my custom activities.
Custom activities
The uses heavy soldiers, robots, dummies, AND DREADNOUGHTS
the AI uses ROCKETS to drop some people off
they use Shotguns, flack cannons, and my sentinal beam.
They all have HEAVY diggers now, instead of medium,
WARNING! the custom activities only work properly on EASY due to the spawn-rates, otherwise, the ships crash into eachother, and kamikazi all over the place
Attachment:
Proving_Grounds.rte.rar
And now the NOTE-
I didn't want to release this for a while because I have work left to do, but i've been lazy and pre-ocupied with spending time with mah signifigant other, However, now I am forced to. Why?
How can I be forced to upload?
yesterday my computer was fine.
when I woke up
20% of my C Drive was a bad sector
now 35% of it is.
I can not recover it, My harddrive is failing. After a year of using 2 GB of Virtual memory (I assume), my harddrive is dieing, If I do not upload it TODAY, in the next HOUR or so, It will be lost forever. I also have 5 GB of files to copy to disks, and I DONT HAVE my portable hard-drive here, AND i'm out of blank DVDs so I have to burn HOW many CDs? the first thing I lost? FL Studio..... reading at 0 bytes, in Fat32, my harddrive is NTFS. does anyone know how I have a Fat32 folder on an NTFS drive? I know this is the wrong place, but it's the reason that I'm uploading an unfinished mod.
The only thing un-finished is adding more bunker modules, so I consider it good enough.