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North Vs. South [2]
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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Sat Jun 12, 2004 2:32 pm    Post subject:  North Vs. South [2] Reply with quote  Mark this post and the followings unread

This is my first map to be released, I made it mainly as a test map for my mod but I figured why not release it to the public... I'm terrible at names, so if anyone comes up with a better map name be my guest.

It's a pretty simple 1-on-1 map, each side starts with a small "tiberium farm" consisting of 4 tibtrees, so money isn't that much of a problem. There are 2 additional trees in the middle with some blue tiberium if you wish to increase your cash flow. There are 2 cliffs on the sides with a hospital and armory for each player (So it's recommended to play a mod which supports them to get the most out of the map). You're supposed to put long-range units on the cliffs to secure the middle road for your harvesters. I've got a preview and 2 screenshots:



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Fremen5
Commander


Joined: 10 Aug 2003
Location: Laughing at Donald Trump in a rather flat place

PostPosted: Sat Jun 12, 2004 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's a good looking map, but it really needs a lot more tiberium.

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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Sat Jun 12, 2004 3:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Trust me, there's enough Tiberium. Those tibtrees keep spawning new tiberium for the "farm" so you'll never run out. It can handle around 3 harvesters. Since it's a test map for my mod I didn't want to concentrate too much on gathering resources... There'll be traditional fields in my next map.

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Mike
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Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Sat Jun 12, 2004 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very nice, but i think the tiberium is in a little ammount though: maybe because you changed you settings on how tiberium works, it might be okay.

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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Sat Jun 12, 2004 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

No no really, I have played it several times and my cash flow is just fine. I haven't changed the tiberium settings at all aside from the color.

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Mike
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Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Sat Jun 12, 2004 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm okay I will test it later, got some things to do first.

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Ackron
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Joined: 19 May 2004

PostPosted: Sat Jun 12, 2004 5:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

what do hospitals/armurys do? one heals other firepower upgrade respectively?

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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Sat Jun 12, 2004 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hospitals heal your infantry (Pretty useless if you have medics) and armories make your infantry elite. They aren't capturable in unmodded TS strangely.

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Sat Jun 12, 2004 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

how would i mod them to make this happen?

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Sat Jun 12, 2004 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Capturable=yes

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Sat Jun 12, 2004 9:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

well duh that was obvious. so they have the function built in?

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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Sat Jun 12, 2004 9:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah. Don't ask me why they left it out though... One of the many mysteries with the obsolete final version of the game.

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