Comparison of maps and missions : N64 versus PC -------------- Minor changes: -------------- These changes do not affect the actual game, and will be ignored in the detailed list so it can focus on actual changes. A bunch of the N64 missions seem to have unnecessary line breaks that slipped into them somehow. For reference, such line breaks appear in these missions: SCG03EA SCG04WA SCG05WB SCG10EA SCG14EA SCB07EB SCB07EC SCB09EA SCB10EA SCB11EB SCB13EC In some others, the Lose video is changed. Irrelevant, since there are no such videos in N64. The list: From GDILOSE to GAMEOVER: SCG05EA SCG05EB SCG05WA SCG05WB SCG06EA SCG10EB SCG15EA SCG15EB SCG15EC From DESKILL to FLAG: SCB02EA From DESKILL to BANNER: SCB02EB From DESKILL to NODLOSE: SCB04EB SCB10EB SCB11EA SCB11EB ------------------ Detailed overview: ------------------ Note in advance: All missions which were re-saved in a mission editor seem to exhibit the following changes: -The order of all the items on all of the lists except Overlay are completely reversed. -Tiberium is re-randomized. This is also seen in WW map alternates, indicating that WW had an auto-randomizing logic for tiberium in their map editor. ==== GDI: ==== SCG04WB: The original has a set of celltriggers to destroy a trigger 'XXXX'. However, this trigger doesn't even exist. This was apparently cleaned up in the N64 version. SCG08EA: -Changed from Snow to Temperate, meaning all snow patches are removed. -Mission re-save changes. SCG08EB: -Seems to be an older version of the mission, where an obsolete "lose" trigger was linked to the deaths of a set of 14 civilians on the map. This trigger (los2) is present in the PC version, but it is not assigned to any units since the other civilian-based lose trigger in the mission, which says that you lose when 9 units of House Neutral are killed, makes the other one irrelevant. Given the changes in mission 4, this may be an attempted fix by someone who didn't realize the "9 deaths" trigger made the "los2" one obsolete. SCG09EA: -Changed from Snow to Temperate, meaning all snow patches are removed. -Mission re-save changes. SCG12EA: -A set of civilian buildings is changed from Special to Neutral, since House Special doesn't exist on N64. -A trigger which reinforces a chinook helicopter at mission start which is immediately shot down to show the player the danger of the SAM sites, was removed. -Mission re-save changes. SCG12EB: -Incorrect video name "TRBINFO3" was fixed to "TBRINFO3". Irrelevant, since N64 has no videos. -win video changed from empty to "SAMDIE". Irrelevant, since N64 has no videos. -As with the EA variant, a trigger reinforcing a chinook at the start which would die from SAM fire was removed. -Mission re-save changes. SCG15EA: -The road at the upper left corner of the map is made slightly longer. Purely aesthetic change. -Mission re-save changes. SCG15EB: -The central rock piece on the lower half of the map has been opened up a bit further in its lower left corner. -Four unnecessary celltriggers of the "dely" trigger which were on impassable terrain were cleaned up. -Mission re-save changes. ==== NOD: ==== SCB03EA: -Re-randomizing of tiberium, without any of the other mission re-save changes. SCB04EA: -Teamtype "civ2" was changed to act identical to teamtype "civ1". This seems like a quick and dirty fix for a scripting bug, since the original teamtype on PC attempts to move to waypoints -14 and -15. -Mission re-save changes. SCB04EB: -Certain enemy reinforcements are on foot instead of getting carried in by an APC. -An extra team of two bikes and two buggies is given to the player when he loses certain starting units. -The player starts with one less buggy. -An enemy medium tank is removed. -Mission re-save changes. SCB07EB: -Small map fix on a N-S water crossing in the center of the map. -SCB07EC: -Removed some artifacts outside the accessible map SCB08EA: -"CarryOverMoney" was changed from 20 to 0, possibly to eliminate the difference between playing the base-building EA or EB variants or the non-base EC variant of mission 7. Though technically it's possible to take over the enemy base in EC and get money that way. -Oddly, some mess that slipped into this map (part of an internal WW document) was not cleaned up in this mission. SCB08EB: -Same "CarryOverMoney" change as the EA variant. SCB11EA: Overall, this mission seems very different, but not actually decreased in difficulty. It seems to be a compensation for the fact scrolling across the map takes a while on N64, making it impossible to efficiently use the two teams located on opposite corners of the map. Interestingly, the EB variant is untouched, probably because it allows you to scout and activate your construction yard from the north without entering the base. -Very drastic changes in the map, removing the north-south map split, the northern assault team and the gunboats. -Small change to a rock ridge in the top left of the map -There is a new added tiberium patch near the south-west village, since the map changes made that area accessible for harvesting. -There seems to be slightly more tiberium on the map's existing tiberium patches. -The flare was moved from the tech center to the base entrance. -The enemy has one advanced power plant, to compensate for the advanced guard towers guarding the second river crossing without changing the base layout. -Two added attack team makes use of the southern area to attack. -Mission re-save changes. SCB12EA: -Mission re-save changes. No actual changes, though, as far as I can see. SCB13EA: -Very drastic changes in the map, removing the north-south map split and its gunboat. This completely removes the advance mission of capturing a helicopter to take over the power plant / hospital outpost on the other shore. The capturable transport helicopters are not removed, though. -Mission re-save changes. SCB13EB: -Very drastic changes in the map, removing the north-south map split and its gunboat. As in the EA variant, though, the actual transport helicopter originally meant to get you across can still be found and captured. -Since the map pieces are now connected, no second MCV is reinforced on the other side. -Various small map changes, reducing the length of some rock ridges to make the map more accessible. -Various small changes to base and unit placement. There appear to be less defenses in this version. -Mission re-save changes. ======================================= TEST MAPS BASED ON OTHER MAPS/MISSIONS: ======================================= Notes in advance: -SSM launchers are not in the N64 game, so while they appear in the mission files they will never appear ingame when playing these missions. -The chem warrior exists in the N64 game, but it looks like a minigunner and has no weapon. Like its PC counterpart, though, it is resistant to tiberium. SCT12EA: -Based on SCB12EA -Added Nod base with a lineup of various units, including chem warriors, SSMs and Commandos. The base also has helipads with apaches. -Mission start position was moved to that base -Added civilians in the center of the map -Added repair bay and power plant in the GDI base -A similar lineup of GDI units is placed just south of the village in the north. -All original triggers are to be removed. Triggers are added to give the player airstrike at the start of the mission, and to make the enemy perform an ion cannon strike every 50 time units. SCT15EA: -Based on SCG03EA -Small changes in terrain compared to SCG03EA: different roads and dirt patches, and the south cliff ends are adapted to the fact the test map goes on one cell lower than the original. -Full prebuilt GDI base added. The Nod base is expanded to twice its size, with structures more spread out. -Lots of enemy units, including SSM launchers, are spread over the map. SCT15EB: -Based on SCG03EA -Identical to SCT15EA, but with triggers to win and lose, and to get airstrikes when destroying all SAM sites. SCG71EB: -Exactly identical to SCT15EB, but without map. SCG72EA: -Based on the PSX "PATSUX" bonus mission -Map is completely preserved, but everything on it is replaced by a test setup similar to that in the test maps SCT20EA-SCT23EA -It seems they simply overwrote the PATSUX mission with this test data, since the other Playstation missions on the ROM are intact. A real shame. SCG74EA: -Based on the test map SCT50EA. Seems to be completely identical, in fact. SCB64EA: -Identical to SCB22EB (Nod N64 Special Ops #2), but lacking a map file. SCB70EA: -Identical to test map SCT12EA