C&C Tiberian Dawn Editor Reference

Map Settings

Settings

Basic

Action

Cutscene to show immediately before the scenario begins, after the briefing. See "Cutscenes"

Author

name of scenario's author

Brief

Cutscene to show as the scenario briefing. See "Cutscenes"

Build Level

a number to indicate what level of tech is available to build. See "Build Levels"

Carryover

Not used. Old feature where credits were carried over from the previous scenario. (fixed cap)

Intro

Cutscene to show to introduce the scenario, before the briefing. See "Cutscenes"

Lose

Cutscene to show when the player loses the scenario. See "Cutscenes"

Name

scenario name

Percent

Not used. Old feature where credits were carried over from the previous scenario (percentage)

Player

which house you play as for this scenario

Single-Player

whether this is a singleplayer scenario or multiplayer

Win

Cutscene to show when the player wins the scenario. See "Cutscenes"

Briefing

The description of the scenario's objective. Displayed in the scenario selection menu.

Players

House
Allies

Houses fighting on the same side as this one. They will not attack, nor be attackable by, this house. Applies only to singleplayer. By default, GDI sides with the civilians. See also "Houses"

Credits

1/100th the amount of starting credits, e.g. 500 means 50,000 credits

Edge

where this house's reinforcements come from when the "Reinforce" trigger action fires. See "Source Types" and "Triggers"

Max Buildings

Max number of buildings that can be built by this house. Note there is also a limit of 500 buildings total across all houses.

Max Units

Max number of units that can be built by this house. Note there are also limits of 500 units, 500 infantry and 100 aircraft total across all houses.

Theater

This is chosen when a new map is first created. The type of environment the scenario takes place in. See "Theater Types"

Houses

A side, GDI/Nod etc. Holdover from Dune II.

Name Description
BadGuy Brotherhood of Nod (Nod)
GoodGuy Global Defense Initiative (GDI)
Multi1-6 Used for the players in a multiplayer match, of which there can be up to six.
Neutral Civilians
Special Disaster Containment Team (dino scenarios)

Theater Types

Refers to the setting for the scenario. This primarily determines the graphics used for the map, ambient sounds, etc.

Index Name Notes
-1 (none) No Theater
0 desert Desert. Where the Nod campaign takes place
1 jungle Not used.
2 temperate Temperate. Where most of the GDI campaign takes place.
3 winter Tile set very similar to "temperate" but with a subtle snow covering on everything.

Reinforcement Source Types

A method of delivering reinforcements.

Index Name Notes
-1 (none) No source
0 North North edge of map. Starting x coordinate is chosen randomly from those where the cell just outside the bounds of the map, and the cell adjacent to it inside the bounds, are clear. Thus impassable land can be placed outside the map bounds to constrain the possible starting positions.
1 East East edge of map. Starting y coordinate is chosen randomly from those where the cell just outside the bounds of the map, and the cell adjacent to it inside the bounds, are clear. Thus impassable land can be placed outside the map bounds to constrain the possible starting positions.
2 South South edge of map. Starting x coordinate is chosen randomly from those where the cell just outside the bounds of the map, and the cell adjacent to it inside the bounds, are clear. Thus impassable land can be placed outside the map bounds to constrain the possible starting positions.
3 West West edge of map. Starting y coordinate is chosen randomly from those where the cell just outside the bounds of the map, and the cell adjacent to it inside the bounds, are clear. Thus impassable land can be placed outside the map bounds to constrain the possible starting positions.
4 Shipping Shipping lane. Not selectable in editor but automatically selected if the reinforcement is a gunboat. Boat is put into guard mode and told to sail east to west and back again. Start position is on the east edge, aligned with the northmost row of cells consisting soley of water.
5 Beach Selects beach to land upon. Not selectable in editor but automatically selected if team contains a landing hovercraft. Lander begins at the south edge of the map, just outside the bounds, and is told to head north in a straight line and unload once it reaches land. Starting x coordinate is chosen by finding those where there is a column of sea cells from the starting y coordinate to a clear land cell with two additional clear land cells north of that. The algorithm then narrows this list down to those entries where the x coordinates to the immediate east and west of it are also in the list or, if there are no such entries, it keeps the original list. Finally the entry 3/4 of the way through this list, when ordered west to east, is selected. If Theater type is "desert", the start position is one cell further south.
6 Air Dropped by air. Not selectable in editor but selected automatically if team contains a transport helicopter. If team also contains units to go inside it, transport is not controllable by the player and is told to unload on arrival. If team is just the transport, it moves in and becomes controllable by the player. Landing position is on the reinforcements waypoint (#27) unless this cell is occupied, in which case the game chooses a random, in-bounds, unoccupied cell up to 6 cells from the waypoint, prefering closer cells. If the waypoint isn't defined, the cell currently in the top-left corner of the tactical view is used (presumably for debugging purposes). The transport flies in from a random cell along the House's reinforcements edge (see Map Settings), similarly to how "North", "East", "South" and "West" reinforcements arrive. Note that even for flying units, cells along the edge that are occupied or contain impassible land will not be selected. Also note that if the team is given a mission list, this will override its default destination.
7 Visible Not used. Dropped at a random cell from those currently inside the tactical view and within the bounds of the map, i.e. where the player can see. Ignored for reinforcements belonging to the player.
8 Enemy Base Not used. Does nothing.
9 Home Base Not used. Does nothing.
10 Ocean Not used. Does the same thing as "Beach".

Cutscenes

Video shown before or after a scenario.

Name Notes
x No video
AFRICA-01..11 Nod campaign map videos
AIRSTRK Two GDI soliders in a Humm-Vee view a Nod base in a forest through their binoculars, then aircraft fly overhead towards the base.
AKIRA A base under attack, from the perspective of some binoculars, then we see the soldier holding them in a guard tower before the ion cannon beam destroys him and the rest of the base. Cut to the satellite in orbit.
BANNER A GDI APC drives up the steps of an important-looking building, a soldier gets out and a large GDI banner is unfurled over the entrance.
BANR_NOD A Nod APC drives up the steps of an important-looking building, a soldier gets out and a large Nod banner is unfurled over the entrance.
BCANYON An Orca aircraft flies through a winding canyon, dodging incoming fire before launching missiles at a small air base.
BKGROUND EVA explains to the player who GDI and Nod are, and what tiberium is.
BLACKOUT Night time, various shots of the base surrounding the Temple of Nod being powered down before an ending shot of the Nod flag.
BOMBAWAY Three Warthog aircraft flying in formation, pilot looks down at flashing target on computer screen then aircraft drop bombs on a Nod base in a forest.
BOMBFLEE A solider is at a computer terminal in a bunker viewing the battle happening outside, before the lights flash red, he scrambles to leave, and the bunker explodes.
BOSNIA-00 GDI campaign map zooming in on Bosnia for the final scenario.
BURDET1 News reporter Greg Burdet tells the viewer that GDI destroyed a civilian hamlet, it is revealed to be a fake report shot in a studio where kane is seen talking about the plan before shooting the still-rolling camera.
BURDET2 News reporter Greg Burdet tells the viewer that GDI destroyed an orphanage.
CC2TEASE Teaser trailer for C&C Tiberian Sun - footage of a prototype GDI Wolverine mech unit.
CONSYARD A GDI mobile construction yard deploys and engineers carry equipment inside.
DESFLEES GDI soldiers are fleeing across the desert as tank shells explode around them, then the three Nod light tanks persuing them roll into view.
DESKILL A Nod soldier is sneaking by a rock in the desert, then a GDI soldier appears from behind another rock and shoots him.
DESOLAT Shot of an abandoned civilian dwelling, then camera moves outside to tiberium growing in a graveyard, having mutated the trees.
DESSWEEP Nod bikes, tanks and buggies pass by in the desert then speed down a hill towards a village.
DINO A hovercraft moves across the water in a jungle where there are dinosaurs, and one roars.
EARTH_A-00 The campaign map opens on the globe and zooms in on Africa for the Nod campaign.
EARTH_E-00 The campaign map opens on the globe and zooms in on Europe for the GDI campaign.
EUROPE-01..14 GDI campaign map videos
FACTIONSELECT Very short animation of TV static which is looped in the background when the player is choosing whether to play the GDI or Nod campaign.
FLAG A Nod base is in ruin. A GDI APC drives over the chain link fence, crushes the Nod flag, then GDI soldiers get out and raise a GDI flag.
FLYY An anti-aircraft unit in green camo paint turns and fires at a green attack helicopter before being destroyed by one of its missiles.
FORESTKL A Nod soldier is sneaking through a forest, then a GDI soldier appears from behind a tree and shoots him.
GAMEOVER GDI APCs being loaded onto a cargo plane, then a warehouse full of GDI equipment having the lights turned off and the doors sealed.
GDI This appears to be three separate cutscenes joined together: EVA reconnecting the player after GDI funding is cut, then Carter's garbled commando briefing, then Carter's briefing for the follow-up scenario.
GDI01_INTRO_01..GDI9 GDI campaign briefings
GDIEND1 A news reader reports on GDI's final victory over Nod, without mention of the Ion Cannon, then the staff credits are shown.
GDIEND2 A news reader reports on GDI's final victory over Nod, using the Ion Cannon, then the staff credits are shown.
GDIFINA The Temple of Nod is in ruin, two Nod soldiers watch the battle on a table-like screen and report the dire situation to Kane, who then walks through the temple before he stumbles and is buried by rubble.
GDIFINB The Temple of Nod is in ruin, two Nod soldiers watch the battle on a table-like screen and report the dire situation to Kane, who then stands in the center of the temple as the Ion Cannon beam vaporises everything.
GDILOSE A scorpion takes breaks through the GDI logo and then forms the Nod logo.
GENERIC Kane sits in a chair outside an aircraft hangar and instructs the player to investigate some reports of strange animal behaviour.
GUNBOAT A grey gunboat sails past a turret and destroys it with missiles.
HELLVALY A helicopter flies over a desert valley full of tiberium crystals, tendrils and mutated trees.
INFERNO A flame tank with test markings drives through a pair of gates, down a street and torches a cafe and a car before turning to the camera and torching that too.
INSITES A fighter aircraft is seen through a targeting reticule, then surface-to-air missiles destroy it.
INTRO1 EVA loads and displays video thumbnails in random positions on the screen at increasing speed. The information chatter crescendos until the loading is complete and the message "welcome back, commander" is displayed.
INTRO1B The new "fake" install sequence for the remastered version, recreating the steps of the original while demonstrating the higher quality graphics and audio.
INTRO2 We hop between a series of TV channels, learning snippets of information about the world the game takes place in, and catching glimses of interference from two unknown competing transmissions. At least your mother tipped well.
IONTEST Footage of an Ion Cannon test - it destroys a dummy base.
KANEPRE Kane plays the viewer footage of EVA explaining what is known about tiberium, and adds his own clarifications to the narrative.
LANDING Two GDI landing hovercraft leave a ship and zoom towards the sure, at sunrise.
LOGO The Westwood Studios logo followed by the title screen introduction - a telescopic pole forms into a pair of concentric letter C's and a '+' symbol, as an animation of a mushroom cloud and its mirror image play in the background.
N64_GDI_FAIL From C&C 64. A pair low-poly Obelisks of Light laser a GDI logo into a Nod one, outside the Temple of Nod.
N64_GDI_WIN From C&C 64. Two low-poly Orcas cruise over a Nod base and launch missiles at a giant Nod logo, destroying it.
N64_NOD_FAIL From C&C 64. A Nod logo is hit by the Ion Cannon beam from above, and replaced with the GDI logo.
N64_NOD_WIN From C&C 64. A low-poly grey Nod tank smashes through a tall concrete barrier with the GDI logo on it.
NAPALM The dark interior of a GDI Mobile HQ vehicle is shown, with glowing screens and lights as it monitors the battlefield. Aircraft approach and destroy it with bombs.
NITEJUMP Soldiers sneak into a base by helicopter at night and they gain access to one of the buildings.
NOD1..NOD9 Nod campaign briefings
NODEND1 A screen displaying four choices of location fades away, the Ion Cannon charges then destroys one of them: the Eiffel Tower. A news reader reports on the chaos this causes and then the staff credits are shown.
NODEND2 A screen displaying four choices of location fades away, the Ion Cannon charges then destroys one of them: the Whitehouse. A news reader reports on the chaos this causes and then the staff credits are shown.
NODEND3 A screen displaying four choices of location fades away, the Ion Cannon charges then destroys one of them: the Houses of Parliament. A news reader reports on the chaos this causes and then the staff credits are shown.
NODEND4 A screen displaying four choices of location fades away, the Ion Cannon charges then destroys one of them: the Brandenburg Gate. A news reader reports on the chaos this causes and then the staff credits are shown.
NODFINAL In the Temple of Nod, Kane introduces the player to his "Netrunners" who don VR equipment and navigate a series of deadly computer defenses in cyberspace, finally reaching the Ion Cannon control matrix.
NODFINAL_ENDLOOP Four choices of location are shown in the four quadrants of the screen, with the Ion Cannon in the center. Kane invites the player to choose which location to destroy.
NODFLEES Nod soldiers are fleeing through a forest as tank shells explode around them, then the three GDI tanks persuing them roll into view.
NODLOSE An eagle circles in the desert sky before swooping down and snatching a scorpion from a rock.
NODSWEEP Nod tanks, buggies and bikes tear through the forest and down a hill torwards a base.
NUKE The tail section of the Temple of Nod opens up and a nuclear missile launches from it up into the sky.
NUKESTOK Stock footage of a nuclear explosion.
OBEL An Obelisk of Light powers up in a forest area and destroys one of three approaching GDI Humm-Vees.
PARATROOP A radar display inside a cockpit begins to flash and we see paratroopers in green camo launching from the back of an aircraft.
PINTLE A soldier in green camo is firing a minigun from inside a helicopter, then another green soldier on the ground destroys the helicopter with a bazooka.
PLANECRA A delivery aircraft in green camo comes in to land on an airstrip, but crashes and explodes.
PODIUM General Sheppard speaking at a press conference, denying rumors spread by Kane's media manipulation.
PSX_MISSION_INTRO_01 EVA displays simple text in the center of the screen as battlefield control is established.
PSX_MISSION_INTRO_02 EVA displays simple text in the center of the screen as battlefield control is established.
RETRO A top secret dossier is opened on a desk to show a photo of an agent, cut to climbing the stairs of a warehouse where we see the silouette of a man being interrogated, then shot in the head.
SABOTAGE A C4 pack is attached to a building, the timer ticks down, and it explodes.
SAMDIE A SAM site in a forest region raises from its housing and scans the sky, then two grenades are tossed beside it and it is destroyed.
SAMSITE A SAM site in the desert raises from its housing and launches missiles into the air, where they home in on a passing aircraft and destroy it.
SCB21EA_INTRO A Nod logo splits down the middle to reveal a mission briefing - use the commando to retrieve the nuke components.
SCB22EA_INTRO A Nod logo splits down the middle to reveal a mission briefing - destroy the GDI POW camp and supporting civilian village.
SCG30EA_INTRO A GDI logo splits down the middle to reveal a mission briefing - destroy the Nod tiberium bioresearch facility.
SCG90EA_INTRO A GDI logo splits down the middle to reveal a mission briefing - rescue the commando from the Nod technology center.
SEIGE Ariel shot of a GDI base in the desert being surrounded by Nod units.
SETHPRE Kane's right hand Seth introduces a video about Nod's background and goals, and the nature of tiberium.
SPYCRASH An aircraft as seen from the ground, as it collides with a mosque.
STEALTH A Nod stealth tank cloaks as it races across the desert. It reaches the perimeter of a GDI base, decloaks and launches missiles, destroying a pair of jeeps.
SUNDIAL A large sundial in a town square, from above. The shadows of parabombs can be seen descending before they destroy it.
S_AFRICA-00 Nod campaign map zooming in on South Africa for the final scenario.
TANKGO GDI medium tanks roll across the desert.
TANKKILL A GDI medium tank travels down a road at sunset with green hills in the background. A soldier hiding behind a ruined brick wall destroys the tank with a bazooka.
TBRINFO1 EVA presents news snippets updating the player: Nod launches assault in Africa, GDI denies testing orbital weapon, tiberium causing ecological damage, GDI destroyed orphage. Kane interruptes the transmission to taunt the player
TBRINFO2 EVA presents an update on the dangers of tiberium: it's spreading by means unknown, it leaches nutrients from plant life, exposure to it can be fatal. Dr Mobius appears on a chat show.
TBRINFO3 EVA reports on GDI's research into global cases of tiberium poisoning and the spores causing them. Mobius, at a press conference, warns of its threat to the planet.
TIBERFX EVA reports on Nod's research into the effects of tiberium poisoning.
TURTKILL A Nod turret in a forest is hit by a missile and destroyed.
VISOR A warthog pilot receives urgent orders via their onboard computer and a squadron member peels off.
WW_LOGO The Westwood Studios logo.