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Showdown (2-6)
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Mar 16, 2009 1:39 pm    Post subject:  Showdown (2-6) Reply with quote  Mark this post and the followings unread



Showdown: No background story









Map made by Dudeinabox!

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Mon Mar 16, 2009 2:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lookin' nice, though the Armory there is taking up space that could be used to grow Tiberium #Tongue

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Starkiller
Pyro Sniper


Joined: 26 Nov 2008

PostPosted: Mon Mar 16, 2009 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Great and nice looking turrets! But, no background story?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Mar 16, 2009 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's another tournament map, therefore it doesn't have any background imformation.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Mar 16, 2009 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why do those buildings have to glow so much? -_-

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Starkiller
Pyro Sniper


Joined: 26 Nov 2008

PostPosted: Mon Mar 16, 2009 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

To make 'em stand out, the area is dark.

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Dudeinabox
Commander


Joined: 03 Dec 2008
Location: Your Mum Dragons: Lame

PostPosted: Mon Mar 16, 2009 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh shite, completely forgot to get these screenshots thanks for doing it for me aro!

Yeah basically it's a tournament map, it's meant for 3 vs 3 but it's perfectly capable of being a free for all map vs AI.

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Crimmy: FUUUUUUUUUUUUUUUUUUUUUUUUU


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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Mar 16, 2009 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looking good DiaB Wink

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Mar 16, 2009 5:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh crap. Dude, water cliff shadows missing. D:

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Dudeinabox
Commander


Joined: 03 Dec 2008
Location: Your Mum Dragons: Lame

PostPosted: Mon Mar 16, 2009 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

They are? :S

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Mar 16, 2009 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Laughing Newb.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Mar 16, 2009 5:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, LKO's fixes are not on this map as far as I can see. #Tongue

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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Mon Mar 16, 2009 6:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice map the only problem i can see is how easy it would be for the player to sneek an engineer past the AI (or a sleepy player)in to one of those guns. Twisted Evil

what is that clocked nod building (the one between the adv and normal nod power plants)in the last pic

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Mar 16, 2009 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, just as I was taking the picture the AI built a stealth generator.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Mon Mar 16, 2009 6:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Why do those buildings have to glow so much? -_-


Seems to be hardcoded that anything using unitem/unitsno.pal are not effected by dynamic lighting

Where as civilian isotem/isosno.pal are effected

Which seems a shame as most mods these days make full use of dynamic lighting
Possibly something for further research with Hypers .exe skills ? #Tongue

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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Mon Mar 16, 2009 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Yeah, just as I was taking the picture the AI built a stealth generator.


lol well what ever it is it looks nice.

great map like i said Smile

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Mar 16, 2009 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:

Seems to be hardcoded that anything using unitem/unitsno.pal are not effected by dynamic lighting


Yeah, I know, it's because the remap cannot be altered. However, I thought that the overall ambient lightning level would affect buildings using unitem/unitsno.pal too, only coloured lightning was ignored.

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