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Peninsula Oilfields (2)
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Sep 03, 2009 5:41 pm    Post subject:  Peninsula Oilfields (2) Reply with quote  Mark this post and the followings unread



Peninsula Oilfields: After suffering many long years of devastating storms that left their land a barren waste, the people of this ruined peninsula had to endure yet more hardships, frequent attacks by horrifying Tiberium life forms. The dwindling population were on the verge of losing what little hope of rescue they had left many chose to end it quickly rather than waiting to be torn to shreads or dying of starvation in this unending nightmare. Salvation finally arrived in the form of GloboTech Industries who set up shop in the decimated region, since GloboTech's arrival the death and damage totals have decreased significantly, things seemed to be picking up for the peninsulas long suffering inhabitants… Then your forces appeared Commander.


(Click to view in actual size)

Map made by Q45!

Last edited by Aro on Fri Sep 04, 2009 1:46 am; edited 1 time in total

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Dudeinabox
Commander


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

PostPosted: Thu Sep 03, 2009 6:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome as usual, seems a bit unbalanced with the amount of tiberium for the right side player though Confused

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Sep 03, 2009 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

The description needs some revising (I see the word "peninsula" used 4 times in 3 rows Neutral), but the map looks good. Oh, and I agree with DiaB-

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ConMan
Tiberian Beast


Joined: 16 Dec 2008
Location: Toronto, Canada

PostPosted: Thu Sep 03, 2009 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Design-wise it is superb Razz

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Sep 03, 2009 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
The description needs some revising (I see the word "peninsula" used 4 times in 3 rows Neutral), but the map looks good. Oh, and I agree with DiaB-


Yeah, was just putting something together quickly. Feel free to fulfill your other role as Mr. Map description. #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 03, 2009 11:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

The map has a bug! Very Happy

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Fri Sep 04, 2009 12:30 am    Post subject: Reply with quote  Mark this post and the followings unread

There better be plenty of Civvies, for... reasons unexplained.

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ErastusMercy
Energy Commando


Joined: 13 Nov 2007
Location: United Kingdom

PostPosted: Fri Sep 04, 2009 1:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Here is my shot at the map description. #Tongue


Peninsula Oilfields: After suffering many long years of devastating storms that left their land a barren waste, the people of this ruined peninsula had to endure yet more hardships, frequent attacks by horrifying Tiberium life forms. The dwindling population were on the verge of losing what little hope of rescue they had left many chose to end it quickly rather than waiting to be torn to shreads or dying of starvation in this unending nightmare. Salvation finally arrived in the form of GloboTech Industries who set up shop in the decimated region, since GloboTech's arrival the death and damage totals have decreased significantly, things seemed to be picking up for the peninsulas long suffering inhabitants… Then your forces appeared Commander.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Sep 04, 2009 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Better. Very Happy

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Q45
Tiberian Fiend


Joined: 28 Feb 2009
Location: Tampere, Finland

PostPosted: Fri Sep 04, 2009 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dudeinabox wrote:
seems a bit unbalanced with the amount of tiberium for the right side player though


I haven't tested this, but I don't think it's too unbalanced since the left player has much easier access to the tibfields in the center and on the left side of that lower bridge.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Sep 04, 2009 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

the bridge in the south should be destroyed so the right player can't use it right at the beginning.

I think the biggest advantage of the right player is the blue crystal which gives him a lot of money right at the start and throughout the match. To compensate this you might even remove the southern bridgehut of the southern bridge. Then the left player has the full control over this bridge and more control over the tiberium in the riverbed.

This way the right player has a lot of money but has several entrances to his area, which forces him to go for a strong and early attack,
while the left is forced to create external bases, but has only a small entrance to his area, which can be easyly defended from the hill next ot the centre bridge and which gives the left player after a while a significant bonus income due to the many tib-fields.

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Q45
Tiberian Fiend


Joined: 28 Feb 2009
Location: Tampere, Finland

PostPosted: Fri Sep 04, 2009 5:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not a bad idea. I was also thinking about adding a Construction Outpost next to the light post, so you wouldn't have to move your mcv there. I'm just not sure if it's a too big advantage if the bridge is also broken and missing the other repair hut.. Maybe Construction Outpost + bridge broken? Confused

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Sep 04, 2009 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

or make a construction outpost on the left side, the bridge working at the beginning, but without a bridgehut on the right side.
So the player on the right has the chance to capture the outpost and this way hold the bridge, even if he doesn't has a bridgehut on his side.
Then it's a matter of speed for both players to take control over the conpost and this way over the bridge.

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Q45
Tiberian Fiend


Joined: 28 Feb 2009
Location: Tampere, Finland

PostPosted: Fri Sep 04, 2009 7:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, sounds good. I'll add these changes to the map. Smile
(Aro, check out my map thread!)

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sat Sep 05, 2009 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice theme going on there

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Sat Sep 05, 2009 3:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Now where would I put a TibRef if I wanna harvest those blue tib to the left of the map...very nice map.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Sep 05, 2009 5:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Destiny wrote:
Now where would I put a TibRef if I wanna harvest those blue tib to the left of the map...very nice map.


I see two good points you can place your refinery to, but it requires killing off some eggs/trees Wink

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Sep 05, 2009 10:08 am    Post subject: Reply with quote  Mark this post and the followings unread

the map will be changed a bit with a construction outpost near the lightpost of the southern bridge.
There you can then simply build several refineries for harvesting all the fields in that area.

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