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 Forum index » Modding Central » Tiberian Sun Editing Forum » Map Archive
[TS] Divide and Conquer (2-8)
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Tuc0
Rocket Cyborg


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Mon May 14, 2018 9:32 am    Post subject:   [TS] Divide and Conquer (2-8)
Subject description: Second map
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After a long pause, I was finally able to finish my second map "Divide and Conquer"

It's up to 8 players snow map, layout is  inspired by "Tread Lightly" vanilla map but more AI friendly, also suitable for team gameplay.





You can find few deposits of new tiberium type, which was formed thanks to cold conditions. It gives over twice more resources compared to common Riparius tiberium. The area was controlled by Nod forces during harvesting and research, but shortly abandoned at Firestorm crisis. However few Nod patrols are still present.

Among common triggers such as "Day/Night" cycle, there are few ones, that can be utilized by specific side.

GDI can use Ghost Stalker to place C4 in Bridge Repair Hut, which will blow-up bridges. It is also possible to preplace another C4 into already destroyed bridge, which will explode when enemy tries to repair bridge. Also GDI can take advantage of easily accessible water for amphibious units.





Nod side is not entirely cut from resources for chemical missiles in this cold environment. It is possible to use Mutant Hijacker to steal one of Enriched Tiberium trucks, which are compatible to use with Tiberium Waste Facilities. Since the new Tiberium is far more powerful than Veins, one truck has enough resources to produce 2 chemical missiles. However the missile loading procedure takes more time. These trucks are located in map center, inside Tiberium processing outposts (2 preplaced, another 2 can appear if certain conditions are met)




It is recommended to use TS Client, I didn't tested it with vanilla or CnCnet releases.

Update 1: Implemented IsoMapPack5 compression by E1 Elite, which allowed me do add more details to water and shores. Fixed neutral engineer trying to capture player's base.


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Last edited by Tuc0 on Wed May 16, 2018 9:14 am; edited 3 times in total

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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Mon May 14, 2018 10:17 am    Post subject: Reply with quote

Nice map, snow maps are rare to come by and that too of this big size.

Checked with the IsoMapPack5 compression, it was able to reduce it to 8479 lines from 9724 lines with multi-level compression. With Ice growth fix available for custom maps, would have expected a bit of it, just for fun. No matter, good map.

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Tuc0
Rocket Cyborg


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Mon May 14, 2018 11:34 am    Post subject: Reply with quote

E1 Elite wrote:
Nice map, snow maps are rare to come by and that too of this big size.
Checked with the IsoMapPack5 compression, it was able to reduce it to 8479 lines from 9724 lines with multi-level compression. With Ice growth fix available for custom maps, would have expected a bit of it, just for fun. No matter, good map.

IsoMapPack5 compression and Ice Growth are still too "fresh" for me, I will surely need lot of testing to do, to have these implemented. But very possible for update, if everything runs fine, I will "squeeze" more out of IsoMapPack5 compression.

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Tuc0
Rocket Cyborg


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Wed May 16, 2018 9:20 am    Post subject: Reply with quote

Updated: added more details (water, shores, ground),  thanks to E1 Elite's IsoMapPack5 map compression. Fixed neutral engineer, which somehow decided to capture player's base.

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