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Alpine Assault (8)
Moderators: Dawn of the Tiberium Age Staff
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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Mon Apr 21, 2014 11:42 pm    Post subject:  Alpine Assault (8)
Subject description: By drive
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A new enormous 8-player multiplayer map created by drive.



Click on the preview to see the megamap.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Apr 22, 2014 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

For a 2v2v2v2 map it should do its job fine, but I'm not a big fan of the artificial/symmetric layout. Especially since the center cliff area doesn't seem to have any purpose. Except of the (rather insignificant) repair bay, there seems to be no reason at all to send troops through those winding cliffs. It would be much better to avoid driving through the mountain and instead move around it.
If there would be something worth risking your units to get "trapped" in the winding mountain paths, it would be better.

What i really dislike however is the very unnatural tree placing with trees having always the exact same distance to each other.
If these details would be a bit more natural placed, they could compensate a lot of the symmetric layout, giving it in general a more natural look.

I'm also missing a few more external tiberium fields to expand your base. It looks like this results in constant turtle fests with players never leaving their home base.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Tue Apr 22, 2014 9:25 am    Post subject: Reply with quote  Mark this post and the followings unread

The center of the map actually contains a capturable, auto-firing indestructible Nuke Silo (auto-firing so it doesn't replace your actual Nuke superweapon; it's coded similarly to the new AI nukes), so I'd say there's a pretty good reason for sending your forces towards the center.

About the lack of need for expanding, I agree. However, it's drive's map, and if he wants to create 'campy' maps, he's free to create campy maps. We still think that this map is good enough to be included with the next update.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Apr 22, 2014 9:36 am    Post subject: Reply with quote  Mark this post and the followings unread

It is indeed good enough to be included.
A few details are just not my taste. Wink

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Leonis
Vehicle Driver


Joined: 23 Feb 2014

PostPosted: Tue Apr 22, 2014 9:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are the other structures ruins or capturable? That could make things slightly interesting b/c you can literally sit afar and launch multiple nukes + ion strikes at your opponents.

In my experience, the seemingly campy maps are sometimes the places where you'll find some unexpected maneuvers because a number of players will play into the false security of not much else is going on in the observable field; thus, staying around the starting point and pump units from there.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Tue Apr 22, 2014 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

With the exception of the Nuke silo in the center of the map, the GDI and Nod buildings on the map are uncapturable ruins. The capturable Nuke silo still makes it possible for you to have either two Nukes or a Nuke and an Ion Cannon at the same time.

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Leonis
Vehicle Driver


Joined: 23 Feb 2014

PostPosted: Wed Apr 23, 2014 1:23 am    Post subject: Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
With the exception of the Nuke silo in the center of the map, the GDI and Nod buildings on the map are uncapturable ruins. The capturable Nuke silo still makes it possible for you to have either two Nukes or a Nuke and an Ion Cannon at the same time.


Or if you are Nod, capture a RA MCV for another Nuke! Or does that not work?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Apr 23, 2014 6:24 am    Post subject: Reply with quote  Mark this post and the followings unread

That should also work. With a Temple, a RA Nuke Silo and the capturable Nuke Silo in the center you'd have 3 nukes.

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