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Sink or Swim (2)
Moderators: Rise of Omnius Staff, Machine
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Nov 23, 2007 5:28 am    Post subject:  Sink or Swim (2) Reply with quote  Mark this post and the followings unread

This is: Sink Or Swim (2 Players) Made by: Aro.

Information:

Size - Small
Players - 2
Tiberium ammount - Small
Urban Areas - None
Water - Very Large
Area Type - Ocean / Lake / River
Warfare - Navy, Air




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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sat Nov 24, 2007 3:56 am    Post subject: Reply with quote  Mark this post and the followings unread

.. how do you harvest the tiberium in the first pic?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Nov 24, 2007 3:59 am    Post subject: Reply with quote  Mark this post and the followings unread

This map is one of the ones i designed for Internet games. If you're playing as GDI, or if someone figures out how to make Transports possible, then that's how you'd harvest it (That being GDI uses CarryAll's i mean).

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Team Black
Defense Minister


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

PostPosted: Sat Nov 24, 2007 5:08 am    Post subject: Reply with quote  Mark this post and the followings unread

hover harvesters

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The Fall of Hammerfest - Epic Tiberian chain story

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Nov 24, 2007 5:19 am    Post subject: Reply with quote  Mark this post and the followings unread

If Machine agree's on a Hover harvester, then yeah, why not? Rolling Eyes
I'm looking forward to seeing your naval voxel's DaTS. That'll make this map worthwhile. #Tongue

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Nov 24, 2007 6:57 am    Post subject: Reply with quote  Mark this post and the followings unread

I had plans for hover harvesters a while ago, but it looks silly when it hovers above the ground level while dumping the Tiberium into the refinery.

I'd rather suggest amphibious harvesters #Tongue

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Sat Nov 24, 2007 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm, I like that idea, and since we have the amphibious logic currently unused... Wink (because the GDI APC now hovers, just to give it a a turret, as it would have positioning problems, with either the turret and/or the firing animations if the amphibious logic is used #Tongue)

Also the new unit that will replace mobile buildings for both sides will be a hover vehicle for GDI and a subterranean one for Nod (these will deploy to provide "ground control" but won't undeploy; also with build limit of one); I planned them for situations similar to this one.

Another possible choice is to give Nod some kind of carryall on this type of maps #Tongue.

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OccultSpectre
Cyborg Soldier


Joined: 12 Feb 2007
Location: Somewhere in Spain

PostPosted: Sat Nov 24, 2007 10:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I remember the carryalls from Dune 2000. Those just got the harvies when they were finishing to harvest.

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Team Black
Defense Minister


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

PostPosted: Sun Nov 25, 2007 1:42 am    Post subject: Reply with quote  Mark this post and the followings unread

you'd need a flying harvester to be a real counter to subterranean harvesters IMO

On naval maps, we should enable the amphibious harvester for GDI AND Nod (not hover, on second thought, since ion storms and EMP would screw them over)

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The Fall of Hammerfest - Epic Tiberian chain story

Tiberian Odyssey mapping department. Discord
The Team Black Index

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