Posted: Wed Dec 23, 2009 2:48 am Post subject:
FS North Carolina Red Zone (2)
Subject description: A remake of the 1st TW GDI mission, for multiplayer!
Story:
The North Carolina Badlands was once a Nod controlled Yellow Zone, but after the Third Tiberium War and the introduction of the Tiberium Control Nodes, the area has been transformed into a pristine Blue Zone.
However, all of those efforts were reduced to naught when a Scrin Warship crashed in the area, taking out both a GDI Kodiak-class ship as well as the TCNs' main control center, and overnight the area became a Red Zone.
With the Kodiak destroyed and the regional GDI military in chaos, the Brotherhood of Nod has returned, rebuilding a base destroyed at the start of TibWar3 and preparing to capture both the Kodiak and the Scrin Warship. In turn, GDI High Command has authorized the reactivation of an outpost abandoned many years ago. The next war is about to begin.
Info:
North Carolina Red Zone is a remake of the 1st Tiberium Wars GDI mission. The layout is largely the same: two bases separated by a river in the middle, but the map has been enlarged and new features have been added.
Tiberium Control Nodes scattered around the map can be captured for additional build radius, stealth detection, radar, and power.
The Nod starting location has larger and faster-growing tiberium fields, but their fields are more susceptible to enemy artillery fire. They have access to a tunnel that leads to a hidden alcove right outside the GDI base.
The GDI starting location is easier to defend and has access to a small island that allows artillery to shell Nod's tib fields. Their base and expansion areas have less build space available.
Megapic:
Note: There seems to be an issue with the AI's harvesters, which causes them to wander. If anybody knows how to fix this, tell me please!
Credits: Everybody who has commented in this thread, especially Ordosherrscher for giving me the solution to the "AI-attacking-walls" bug.
Usage: The mod is released to everybody, and can be used in all public and private projects. Just give me credit.
Comments, Criticisms, and Suggestions are most welcome!
What you need to improve:
-The lightning could be quite less intense.
-The cliffs are a tad straight. I can see long sections facing the same way.
-The LAT is a bit blocky at some spots (especially the grass).
Otherwise this map is a really good first candidate. QUICK_EDIT
Changed map title to "North Carolina Red Zone" according to the original.
Drastically reduced buildspace in southern starting point, to provide less of an advantage as well as being closer to the original map by EA.
Reduced tiberium, especially at starting fields.
Added capturable buildings:Tiberium Control Nodes (they look like Civilian Arrays) provide buildspace, stealth detection, and 1500 units of power. Some are strategically located, others are away from the battlefield.
Changed the middle as much as possible without deviating too much from original. Tunnels and islands provide more ways to attack.
Attempted to do better cliffwork, detailing, etc.
Note: If the AI gets the southern starting point, they try to destroy the walls surrounding their base, which can get really annoying.
Any comments, criticism, etc? I haven't touched lighting that much, simply because I don't really know how to do it well...I would really appreciate help on that!
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Fri Dec 25, 2009 9:18 am Post subject:
Excellent map!
Do you mind if I download it and make a TI map out of it? (I'm sure Aro wouldn't mind. If you don't, that is) _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
No Problem... I should add these keys to my Viscs maps to xD For some reason I never did it...
BTW, in Usage you called it Mod instead of Map^^
EDIT: if you have other problems, just ask. Maybe we may find some things we could improve - well, I mean you but I may help ya then _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
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