Battlezone: Combat Commander

Battlezone: Combat Commander

BETA Team Map Pack One
20 Comments
F9bomber 10 Sep, 2021 @ 1:26am 
I appreciate the unique approach to these maps.
(MI) Mission Incredible  [author] 20 Oct, 2020 @ 5:03pm 
This pack was designed to be used without any additional mods. It has some WUG style AI Plans that are quite challenging. At the default base there may be some additional power ups to help the Commander or Commanderess get out of the base and focus on attacking the enemy. There may be some anti-air defenses as well as Anti-ground help as well. The focus for the pack was cutting down on the time it takes to play a relatively difficult session. Instead of hours, maybe complete a hard difficulty in about 45 minutes.
(MI) Mission Incredible  [author] 20 Oct, 2020 @ 5:03pm 
My goal was to have it sort of stock style maps because there are so many that are mod crazy. My mission was to create a pack that plays well, is a challenge BUT, favors the human team in order for the players to wander away from the base, set up a defensive line and attack the enemy base a lot quicker. The Insane levels will bring so many units it's crazy. Most maps the enemy has close to a dozen pools at their disposal and they use them wisely. You should see the bigger units coming out of the enemy base pretty early. The human base typically has 3-4 pools within close proximity to the base, but you are going to have to protect them to hold them. All I can suggest is to give the pack a go, and if you don't like it simply remove it. Almost all of these maps were first released over a decade ago on stock BZ v1.2 .
Thanks for the questions. = )
AdorableSparrow 19 Oct, 2020 @ 4:44pm 
well maps + API what makes it special.
AdorableSparrow 19 Oct, 2020 @ 4:43pm 
i know its stand alone but its a map pack. im asking if it works with other mods like the ones that are used all the time.
(MI) Mission Incredible  [author] 19 Oct, 2020 @ 2:27pm 
This is a stand alone mod, pretty challenging if you ask me. We put a lot of time in this. Give it a try and let me know what you think = )
AdorableSparrow 18 Oct, 2020 @ 6:46pm 
do they work with the mods like Vet and the others
(MI) Mission Incredible  [author] 9 Feb, 2019 @ 3:33pm 
NO.period.
ForsakenGlow96 7 Feb, 2019 @ 3:49am 
These maps are pretty cool. Would it be ok if I added them to my mod Retaliation as a requirement? I would just need to tweak a few things and they should work fine.
(MI) Mission Incredible  [author] 26 Jan, 2019 @ 2:47pm 
Hey GBD, Thanks for your time and input. If you have some SOP's or guides that can assist in your comments it would be greatly appreciated. I'll take any reference with permission and start a BZCC Library of Knowledge where the community can find these items in one location. IMO, the info is scattered and not advertised much. I'd like to help change that.
GenBlackDragon  [developer] 26 Jan, 2019 @ 10:27am 
Finally: When Forgotten Enemies Remastered is released with a Hadean Asset pack, you should add it as a dependency and make your ODFs inherit from those ODFs.
GenBlackDragon  [developer] 26 Jan, 2019 @ 10:25am 
Also, if you use provideName# values in your AIPs for all things related to the enemy team, (usually VIRTUAL_CLASS_WHATEVER) you can cut the number of AIPs needed in half.

The newer naming scheme for AIP files is: [AIPName][CPURace]_[AIPType]
so, for instance: instead of having both BT_difficult_ff1.aip and BT_difficult_fi1.aip, you'd only have: BT_difficult_f_1.aip

This also means that if you decide to add races (Or someone else's mod adds races and wants to use your map pack), your AIPs will work against those added races without problem. (assuming they use the proper provideName entries in their ODFs)
GenBlackDragon  [developer] 26 Jan, 2019 @ 10:21am 
Your .TRN files are missing the new color settings added in BZCC.

[NormalView]
DiffuseColor = "255 255 255"
SpecularColor = "10 10 10"
SpecularPower = 1024.0

Most noticeable difference is the Specular texture's effect.
leighmasson 26 Jan, 2019 @ 1:29am 
Look forward to it MI and Katherlyn if you're watching :)
(MI) Mission Incredible  [author] 3 Jan, 2019 @ 3:54pm 
Thanks. Good luck in there soldier = )
Cygnus-X1 3 Jan, 2019 @ 3:45pm 
Looks awesome! Gonna check it out now.
(MI) Mission Incredible  [author] 30 Dec, 2018 @ 12:35pm 
Katherlyn and I worked on the Steam package for this map pack. More than likely the Maps simply need to be elevated one level to make them appear on the Multiplayer and IA maps as well. Once I find a good time to sit down and readdress the issue, it will be corrected.
leighmasson 30 Dec, 2018 @ 4:40am 
Thanks MI, I'll keep an eye out.

Ive created one IA map and released on Steam.

My understanding is that maps do have to be created as MODs.
Add-ons are more for things like custom UI skins, cross hairs and functions which can be used at the same time as the maps/mods.

However, theres something that has to be done with the folder structure to ensure that IA and MPI versions are created (in the mod).

Probably worth asking Aegeis, he helped me out.
(MI) Mission Incredible  [author] 30 Dec, 2018 @ 4:17am 
Prior to uploading them to Steam, they did work in Instant action. I just checked, and noticed they do not. The BETA Team AIP's show up in the Instant Action area, but the maps do not.

This was produced as a Mod and not at asset, so I am sure that has something to do with it.

Over time, I will work on that.
leighmasson 30 Dec, 2018 @ 1:14am 
Do they work with IA games?