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[6] ...And A Hard Place
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Feb 08, 2011 11:21 pm    Post subject:  [6] ...And A Hard Place Reply with quote  Mark this post and the followings unread



...And A Hard Place: No background information...


(Click the image to view map in actual size)

Map made by [TiberianFuture]!

Last edited by Aro on Tue Feb 08, 2011 11:23 pm; edited 1 time in total

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KanoYugoro
Vehicle Driver


Joined: 12 Nov 2010

PostPosted: Tue Feb 08, 2011 11:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its the triforce!

No, but really. It looks like a good map, or at least one that will be fun to play on.

I love maps with islands.

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Vulture
AA Infantry


Joined: 08 Jan 2011

PostPosted: Wed Feb 09, 2011 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

It looks like the players in the middle of the map have a slight disadvantage though...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Feb 09, 2011 9:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Agreed, but imo it's still acceptable. And the interesting layout really makes up for that.

A small improvement suggestion: The small islands could get a slope down to the water, so you can use hover/amphibious units over the water, which is right now completely inaccessible.
Maybe even make the map bigger (only with water) and add some small globotech islands (with hospital, armory etc) in the middle of the bigger open water areas.

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Sun Feb 27, 2011 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

I think what bothers me most about this map is the fact it's just a very systematically expanded version of this map that this entire line is linking too...

i mean...yay for expanding on maps and making a version which has more players and what not...but meh...it's just way too predictable in layout i guess is what i'm feeling.

and yes...to be honest i did just notice the fact it's an expanded version of Between a Rock... and i did make the connection due to the names...and yes...you guys are arses for it or so i'm saying.... #Tongue

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In Soviet Russia, grass grows on tiberium!

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Vulture
AA Infantry


Joined: 08 Jan 2011

PostPosted: Thu Sep 04, 2014 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

I found a very funny thing on this map, but it has to be triggered deliberately through settings. Potentially it turns into a game that cannot have a victor.

It works because I cannot defeat Hard AI's and usually get overwhelmed, this is also what inspired me to try it.

0. Set Tech Level to 6 and make sure you cannot defeat the AI's.
1. Get an Engineer to one of the top corner Tiberium fields.
2a. Build one or more buildings there. A Tiberium Refinery is important as aircraft will do some damage and whittle you down slowly once you are out of money.
2b. Send a few units over, most importantly something that can destroy the bridge.
2c. Build an Anti-aircraft turret. One is enough. Make sure to have a power plant up and running as well.
3. Destroy the bridge.
4. Let the AI destroy your base on the mainland (or sell it off).

No matter what happens, you can no longer lose to the AI (it does not repair the bridge, and if it sends an Engineer it'll be undefended, which means both GDI and Nod have ways to kill it on such a large map (Sniper for GDI, Hornet for Nod), regardless of its difficulty. You cannot win yourself either if you did not manage to build a War Factory as well as Barracks on the "island" before your base was destroyed, hence, a battle that ends without victor.

Hell, if the AI automatically repaired buildings and sent unmoving Harvesters again to the Tiberium Field, you could leave the computer alone for a year without getting destroyed ^ .

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