Cortex Command

Cortex Command

The Endzone
48 Comments
Car bomb 4 Oct, 2021 @ 1:05pm 
why mods don't work anymore?
Emb'd 30 Jul, 2020 @ 3:47pm 
Cool.
antares228 29 Nov, 2018 @ 12:19am 
Mod 9/10 is an inconvenient interface for building, but this mod is made with soul and is very good:steamsalty::steamhappy:
The_mutant_lord 2 Jun, 2018 @ 8:05am 
and the second part!

Also Badwater Basin is completely different from my intent; A hectic map called Malfunction Junction. A Grassy Mountainous map with two looping train paths; one entirely underground, one that runs partially through a mountain and into an aboveground railway the rest of the way. Both paths would have Train craft flying along, in opposite directions. In a bunker breach you would have to destroy or trap both trains to safely path your own soldiers along; or send commandos with grapples and stick to the ceilings as patrols are gored by their own machines.

My lack of experience kept me from taking that route. Similarly, I’ve thought about vehicle traffic in urban maps, with a similar result.

Overall I’m happy with how it turned out anyway. Granted the Endzone BG still has some ugly pixel issues and the Station is too big. There’ll always room for improvement, and I haven’t given up on my ambitions yet. Only for now, i need a break.
The_mutant_lord 2 Jun, 2018 @ 8:04am 
great mod pack!



I FOUND A BONUS!
SSSSssSssssSSHIT

THAT WAS HARD


This is pretty much my first standalone release where i’m not tweaking, porting, or reuploading someone else’s stuff. I learned that it’s a lot different to release and make something than it is to think about it.

I Also learned that naive ambition is painful. Rewarding and a way to get really good ideas, but painful to really implement.

In the back of my head I actually wanted to make a sort of campaign at one point with these maps. In the end I chose to organize the maps into a sort of pseudo-campaign. There are hints as to where it starts and ends. As the missions are arranged somewhat linearly you’ll automatically start on one end or the other by instinct; unless you’re a dirty contrarian who reads everything first before playing, or one of those “spin 2 win” guidos that just punch keys blindly. For gods sake.
filipe 5 Oct, 2017 @ 8:49am 
The best map pack... !
Поджарый/Fried 21 Nov, 2016 @ 8:15am 
By the way, these maps are cool and i really enjoy using them for bunker breach activity.
Поджарый/Fried 21 Nov, 2016 @ 8:14am 
Its rotor doesnt spin. The aircraft arrives with its engine off and i can't switch it on in the pie menu.
Appol 14 Nov, 2016 @ 12:47pm 
I know, it just seems like a pretty cool idea. Some long forgotten ruins of a city completely forgotten in an ongoing war.
The whole 'relic of a forgotten age' vibe it gives off is really cool.
Reelshiny  [author] 14 Nov, 2016 @ 10:48am 
@Thebootybandit Kind-of. I might of explained things somewhat better in the internal docs but, the endzone is underground. The maps are meant to be connected locations like a series of levels.

@PADDY Falling down....huh? Does it slowly hover down or just drop entirely?
Поджарый/Fried 13 Nov, 2016 @ 4:07am 
Trapper`s mosquito just doesn` t want to work on any of these maps and keeps just falling down. I wonder if you could fix it. Thanx in advance.
Appol 12 Nov, 2016 @ 1:36am 
Do you have any backstory for the map 'endzone' itself?
Appol 11 Nov, 2016 @ 10:28pm 
Finally an urban map pack!
Mr Monti 1 Feb, 2016 @ 7:51pm 
Works perfectly, yet to test all the maps with the gamemodes but seems to be stabble. :3
Reelshiny  [author] 1 Feb, 2016 @ 7:20pm 
Updated again.

If you still get crashes, post them. Please.
Mr Monti 1 Feb, 2016 @ 6:55pm 
---------------------------
RTE Aborted! (x_x)
---------------------------
Failed to load datafile object with following path and name:

BBunkerB.rte/Null/1x3Null

The last frame has been dumped to 'abortscreen.bmp'

There's yer bug. :I
Reelshiny  [author] 1 Feb, 2016 @ 11:07am 
Post moar bugs then :^)
Mr Monti 31 Jan, 2016 @ 9:39pm 
I would love to play this mod, but it seems something is always broke. :P
Reelshiny  [author] 30 Jan, 2016 @ 12:23pm 
Well, that.

Means I Need to update. Again.
Mr Monti 29 Jan, 2016 @ 8:59pm 
---------------------------
RTE Aborted! (x_x)
---------------------------
Failed to load datafile object with following path and name:

Trappers.rte/Use Tunnel Entrance

The last frame has been dumped to 'abortscreen.bmp'


Can someone please tell me what the deal is with this?
Quiantkbw123 27 Jan, 2016 @ 7:32pm 
idk why it underlined that
Quiantkbw123 27 Jan, 2016 @ 7:32pm 
i got an error that said "failed to load datafile object with following path name: BBunkerB.rte/Null/1*3Null" , i've got this error before trying to install other mods but have never been able to figure out how to fix it, if you can fix it or if you could explain how that would be great, but if you cant thats fine
Havelock Vetinari 27 Jan, 2016 @ 6:34pm 
Ahhh, I see. Now, I'm curious. There's a script that prevents the palyer from dropping units outside of a certain area in the tutorial mission. Is it possible to force that same sort of script on the A.I. but to set the "no drop zones" as being over the chasms (and on the edges of buildings, to be honest)?
Reelshiny  [author] 27 Jan, 2016 @ 6:31pm 
Outlaw Overwatch, as far as Bunker Breach, was a bit of a gamble. I played it a few times. One time the independent units killed the enemy brain, and a few other times there were standoffs.

I had the same issue with Quarter.

100% of the time what you'll see from the AI is pure procedural work from the base game. I've never went as far as scripting the actions of the AI. I only set the dominoes up; they'll jump off of the table themselves most of the time.
Reelshiny  [author] 27 Jan, 2016 @ 6:22pm 
I noticed that units would sometimes drop straight down in proxy towers. I'll have to look into a way to limit where dropships can land on that map. I thought that designating the LZ areas would be enough, but the AI still loves dropping half of their units straight to their deaths.

Believe me; I wanted to FILL proxy with units, but i left some faith that if you breached the perimeter the AI would just flood the roofs with units. It's a bit wonky.
Havelock Vetinari 27 Jan, 2016 @ 6:00pm 
Unfortunately, i can't help you with void wanderers. I've never gotten it to work myself, so for that you're on your own. By the way, did I remember to tell you "congratualtions for having the first original CC mod on the workshop in about 4 years"?
Havelock Vetinari 27 Jan, 2016 @ 5:55pm 
Oh, and another thing I happened to notice: It's really cool how on outlaw overwatch you've got the independent units trying to get into the bank vault. However, they seem to kill about three of the other ronin units stationed to the back of the main group immideately. I don't know if that's intentional or not. The main issue, however, is that the large group of ronin, upon defeating that smaller group, will immideately set out along the tunnels away from the bank vault and will then plunge headfirst off the map and die like lemmings. I don't know where they are trying to reach, but they aren't able to use their jetpacks intelligently enough to get across it. If that's the intention, then I totally get wanting to get them out of the way early on, but if not I just thought I'd let you know.
Havelock Vetinari 27 Jan, 2016 @ 5:52pm 
Oh, and just one extra thing, for some reason, playing bunker breach on the main maps seems to end up with the enemy only occupying some of the space. While I understand this is necesarry for toasters, it still seems like there are very few units even on the normal maps. I might suggest, in the future, that you try to group them up a bit more especially on maps such as proxy towers (which I enjoy) or allowing them to have a more insane amount of units so that I can have more of a diehard feel to assaulting proxy tower.
another thing, is there any way to essentially prevent the A.I. from dropping units directly into the chasms in proxy towers? On most game modes, about half of the A.I.s drop ships just plop right down into the drink so long as you've got any units stationed on top of the building containing your brain.
Havelock Vetinari 27 Jan, 2016 @ 5:45pm 
ah, got it, got it. I mean, honestly, I think it's perfectly fine for the super door to have one obscure weakness from a mod from 2007. Besides, most people will use it for someplace deep in their bunker, not something close enough to the surface for a gas attack. So, it ads another bit of challenge to get someone out of their bunker via a walking gasbomb (which is part of that mod) because the gas bomb is incredibly fragile and could go off at a moments notice
Reelshiny  [author] 27 Jan, 2016 @ 5:42pm 
@Havelock
haha, i could never figure out how to kill that door, and you did it in a few days! If someone wanted to make it truly invincible they could just attach a lua script to it that sets the HP to 100 if it ever dips below 100; or to spawn a new door when one dies.

I think since one of the latest updates you could set the health of things ti any level, but I've only gotten the GUI to show 999 HP at max on a unit. Past there the HP counter would "reset" and add to an invisible thousanth place.
Reelshiny  [author] 27 Jan, 2016 @ 5:36pm 
There's your mirror. Enjoy, amigo.
Quiantkbw123 27 Jan, 2016 @ 3:55pm 
i tryed your idea but it doesnt even give me the file (but i also have a lot of mods)
Havelock Vetinari 27 Jan, 2016 @ 2:02pm 
Also, williamskevin456, if the item isn't showing up in your CC game, try going into the folder and finding the folder marked zendzone and if it says "disabled" delete the word disabled and see how it works. i was able to use that to make Better Bunkers work even when the game didn't want to let me. Also, the game seems to not like having too many mods active at once, so that mgiht be it as well.
Havelock Vetinari 27 Jan, 2016 @ 2:00pm 
Also, I think the turbo door is only dying to the gas bomb because the gas bomb targets health directly and ignores most armor and immunities. So, it's likely that ramping the doors health up to something ridiculously high would probably make it pretty well immune to gas attacks.
Havelock Vetinari 27 Jan, 2016 @ 1:59pm 
Alright, the stuff works, all the dependencies have been ironed out it seems. ALSO, the ultra door or whatever, the invincible one? it is truly invincible against almost every type of damage in almost every mod. There is ONE thing it isn't immune to. Gas. It is immune to gas bombs from some mod collection I have. Which is especially funny, seeing as the death animation for the door is just for it to dip slowly into the earth as if sinking in water. if the gas hits the upper mechanism for raising the door, the thing will die. And it's hilarious. Might I suggest another project of yours to be making a door hacker. It'd have to cost an arseload of gold and be very very fragile, but it would then make the door in question in your control. Same for drop ships or mechanized units. The downside being that it takes forever to rev up.
Quiantkbw123 27 Jan, 2016 @ 1:19pm 
k, thx
Reelshiny  [author] 27 Jan, 2016 @ 1:17pm 
I'll have a mediafire link for you in a few hours. Im waiting to hear if anyone else is getting crashes.
Quiantkbw123 26 Jan, 2016 @ 1:48pm 
for me subscribing to cortex command doesnt work so if you could, put a link in description or something and ill manually download it. if you cant thats fine
Reelshiny  [author] 26 Jan, 2016 @ 1:13pm 
fixt the dependencies, tell me if it works out.
Havelock Vetinari 26 Jan, 2016 @ 11:22am 
thanks m8
Reelshiny  [author] 26 Jan, 2016 @ 11:20am 
All of the items are under tabs called ZENDZONE, with the same emblem that's in the preview image.

The Vault is in a group in the MP3 Scenery group in the buy menu, and the doors are all in MP3 Bunker Systems
Havelock Vetinari 26 Jan, 2016 @ 11:06am 
Seriously though, this mod is fantastic. Another question, where do I find the items used in it in the build menu? I want to use the vault doors and the safe but I can't seem to find it anywhere. is there somewhere that I can look for it?
Reelshiny  [author] 26 Jan, 2016 @ 11:01am 
haha, thanks. Working on fixes now.
Havelock Vetinari 26 Jan, 2016 @ 10:46am 
Two things: One, this mod requires the better bunker beaurau to function. I don't know why, but it does. Ever since I deleted Better bunkers this mod doesn't want to work, and I remember previously it had some conflict with it. ALSO, this mod gives errors when used in tandem with the trappers mod. But only once. It doesn't like the tunnel entrance craft thing, apparently. No big deal, but still. Basically, this mod is fantastic but also highly unstable. Like my ex girlfriend.
HaveAGreatDay 26 Jan, 2016 @ 10:29am 
I would if i could remember
Reelshiny  [author] 26 Jan, 2016 @ 10:11am 
Describe it please.
HaveAGreatDay 26 Jan, 2016 @ 8:35am 
i get an error
Cutest Demon 25 Jan, 2016 @ 10:19am 
good maps :3