Posted: Tue Jun 19, 2012 9:46 am Post subject:
Emerald Canyon (2)
A 2 player map, which offers several ways to attack the enemy.
It's a naval map. Even if the naval part isn't big, it can still help to win the fight.
Name: Emerald Canyon (Naval map)
Player: 2
Size: 50x115
random civil ship patrols (passive)
random civil cars (randomly one of 3 different cars or 2 trucks)
rare but huge meteor shower covering about 60% to 75% of the map (you get a 5min early warning with a timer)
a few hidden features
Hint: Destroy/capture the civil SAM sites to clear the way for aircraft, which can profit from the much shorter attack routes compared to ground units.
Very nice. I get the impression that Nod players (or players that next to a neutral base that's the opposite faction of which they're playing as) will have the advantage on this map however.
The S.A.M. Sites really only make a difference for GDI players after all. _________________ QUICK_EDIT
Why do the SAM sites only make a difference for GDI players?
Defense:
GDI still has the AGT which can shoot air too, so the SAM sites aren't a complete new defense for GDI.
Beside they have a little bit different weaponry than the usual Nod SAM sites, so they are not the same too.
Offense:
Even if rarely used, the Nod aircraft isn't much weaker than the GDI one too.
btw, the civil SAM sites like all other civil base defenses, can't be used as base expansion nodes. (only the few damaged defenses at the neutral outposts are the standard uncapturable ones)
The civil SAMs that are scattered across the map might be a bit too much, but the idea was, that in the beginning aircraft are forced to follow the canyon too (a bit like the Orca FMV in TD which was dodging some SAMs and finally attacked a small base)
But they have no ground defense and can be easyly captured/destroyed. Last edited by Lin Kuei Ominae on Tue Jun 19, 2012 1:11 pm; edited 1 time in total QUICK_EDIT
against vehicles, maybe. against buildings, no.
A group of Nod Apaches and a conyard is down even if it's surrounded by some air defense. The Apache is great vs buildings and it has so much ammo that it can often attack even more than one building. _________________ SHP Artist of Twisted Insurrection: Nod buildings
The A10s are indeed what I was referring to; while in the Enhanced mode Nod gets some new subterranean/stealth units, GDI gets A10s, meaning only GDI will have a disadvantage on this map.
Also, when 2 players pick the same faction, one of them will have a huge advantage because the base right next to them will be an opposite faction, giving them double tech (although I'm not sure if capturing that CY will give you GDI/Nod tech; if it doesn't, it might not make much of a difference after all). _________________ Last edited by Bittah Commander on Tue Jun 19, 2012 2:12 pm; edited 1 time in total QUICK_EDIT
The conyards are special Civil Construction Yards , so you don't get opposite side build options. Only the warfactory/airfield will give you some different units, but they aren't much and also no strong hightech units.
In addition is the route to both Neutral outposts almost the same (for ground units), due to the winding routes.
So you could also surprise the enemy by capturing the outpost on the opposite of the map. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Edit: Maybe put a little tiberium bottom left and top right outside the bases, like blue tiberium? To give players some incentive to venture there (and capture the refinery in each base) ? _________________ QUICK_EDIT
Edit: Maybe put a little tiberium bottom left and top right outside the bases, like blue tiberium? To give players some incentive to venture there (and capture the refinery in each base) ?
There already is some blue Tiberium (I think that's what it is?) right next to each base, but the capturable refineries have a shorter route to harvest it. _________________
The scrap debris on top of the cliff to the north/south of each base are just there to prevent players from building there in the beginning. It can be harvested but isn't worth a lot.
Just wait a while. After 20 to 62 minutes ingame, you'll have enough money at each outpost.
\EDIT
Those who played the map, now surely noticed that the map gets bigger and bigger ingame, after certain objectives are fulfilled.
Since it's a bit unfair towards new players, here a preview of the full map, which you get when all objectives are fulfilled.
nah, actually it's still too small for my taste At least it's bigger than most of DTAs 8 player maps _________________ SHP Artist of Twisted Insurrection: Nod buildings
How about making this map even bigger (right now it's 100x188), and turn it into a 4 player map?
I can raise the width a bit, so the 2 new players can get a place at the far southwest and northeast corners.
It might be interesting and cool looking, when these support the inner players with ships, by sending them along the river. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Lots of the empty area in this map is pointless as there are no additional resources to look for. The corners don't offer any ambush routes either. It's just vast nothingness that offers little pleasure for the eye. _________________
You obviously haven't played the map yet. After a while the whole bright sand part of the map is covered with tiberium _________________ SHP Artist of Twisted Insurrection: Nod buildings
Oh. I stand corrected. Totally forgot about those meteor storms. Still, I already find it too big for just two players, and your plans to expand it further (despite adding more players) sound ludicrous. _________________
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