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Here, I created a new single map using the Dune 2 tileset. On this map Ordos try to rewrite history going back in time to the beggining of the war, but they end by mistake in 1992, a time period where Ordos didn't exist, so the Atreides and Harkonnen join to face that new enemy. The story it's just an excuse, what matters it's the gameplay from the game. I tried to emulate the old Dune 2 behaviour as much as I could. Not only using the tileset, but trying to make the AI to act like it is 1992 again, including the well know team bug that prevent the AI to group units to attack. List of Dune 2 behaviour for this map: *AI "Cheat" on the money they got, to avoid running out of credits. *No wandering units around the base, just the normal units placed on the map. *AI passive until hostilities begin (via reinforcements or if the player goes too far). *Both Enemy and allied reinforcements dropped on some random spots. *The Atreides won't use the Fremen expected from Dune 2000 but dune 2: visible Fremen spawns an amount of units (bewteen 5-10) in a different spot each time (with some kind of limit). *Atreides don't train Troopers. Harkonnen don't train Infantry and don't build Trikes. *The Sandworm won't spawn unless you scout certain areas. They don't fully dissapear (not possible in Dune 2000) but a sandworm shooted/feeded will remaining in sleeping mode for near 18 in game minutes. Mission v1.0 & Mission v1.07 + fix The single map includes two versions, one based on Dune 2 v1.0 and another one inspired on Dune 2 v1.07 plus the extra fix. The briefing tells the player the changes on that second version compared to the first one. The most noticeable, it's how the "team bug" it's fixed and now the AI will group vehicles to attack too. Screenshot: Double click to enlarge the imagen. File and instrucctions: Journey to the past.zip UPDATE: Edges, corners and concretes are now buildable; the are where the player starts is smaller (less rock area) but you will have the same room to build buildings as before. Other smaller editions to avoid players to deploy a refinery separated from the base without using a MCV. The image provide on top doesn't match 100% the current, but it's the same map overall. Each corefile needs to be copied in thes same path that I created the zip. The missions have both versions separated. Both maps can be hard and take times to beat due the low amount of initial money given to the player plus the non-stop production of the AI (even if he send units 1 by 1 there is never time to rest). BLOXRETR.R16 it's a core file needed to play the map at all. Won't mess your game so don't worry about this. COLOUR.BIN will overwrite the original and alter your game with new colors for the main houses. This is an optional file. DATA.R16 will also overwrite the original altering the game. This changes the default crates generated when you shoot the ground for a the ones from Dune 2. It's also an optional file. Map is still playable withouth the modded colour.bin and data.r16, only bloxretr is required (and this one won't alter you game). EDIT: JULY/2020 With the creation of the new version of the mission launcher by Feda, now this can be loaded more easily by using my custom stuff, like having different crates, altering the tech of the player/enemy, and all kind of things that previosly required to being overwritten manually. With the new version of that said launcher that's not needed anymore, if you have well placed the next pair of files. One contain the custom stuff used for this specific work, and the other the new .ini that can make that custom stuff to be loading it. Download files here: CustomCampaignData.rar jorney to the past update ini.rar How to install: -CustomCampaignData: un zip this rar and move it into the root of the game, which means a folder called "CustomCampaignData" has to share the same folder as "Dune2000.exe" and "Missionlauncher.exe" are stored. -.ini files: After downloading the campaign (on the above area of this post), ovewritte with these .ini files. Simply Unzip it and ovewritte. - These two things only work together with the new version MissionLauncher released in this 2020 year, but they are still compatible with an early version, although if that's the case you have to do all the changes needed manually.
I created a new mission with a crazy idea: enemy abusing the airstrike. But there is a balance to avoid being wiped out by the ornithopters so the map it's fair to play and not too hard. STORY: This mission it’s about some Harkonnen Carryalls moving among Imperial Frigates, but then they encounter an Atreides heavy aerial assault. All the Imperial Frigates and most of the Harkonnen carryalls were taken down, now a small group of Harkonnen only can land in a zone surrounded by mountains and the exit being covered by one Atreides Base. The Atreides will use a huge amount of ornithopters against the player; but the player have plenty of time to prepare before the airstrike arrives plus lots of room to spread the buildings. The spice it’s near and the enemy doesn’t attack early, so the player needs to set both ground and aerial defenses before it’s too late. Defeat enough Atreides air’s power and the Emperor will aid you to win. Summary: Name: Aerial Nightmare. Tech level: 4. Player: Harkonnen. Ally: Emperor. Enemy: Atreides, Ornithopters. Screenshots: DOWNLOAD FILE: Aerial Nightmare.zip This is just a single map; not other special files are required.
Hey-hey, as I can't seem to stop making stuff with the D2k Editor, I made a standalone mission based on the Ordos mission 4. This mission is played from the Atreides point of view, set shortly after the events of the original mission. Here's the mission briefing: I used the original O4V1 map, and expanded it out to the East, and South, added a few craters and battle-scars to the map, and build the mission onto there. ASM1.zip