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Emerald Canyon (2)
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 19, 2012 9:46 am    Post subject:  Emerald Canyon (2) Reply with quote  Mark this post and the followings unread

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.

Emerald Canyon Megamap Preview Warning, PNG is 12.0 MB.



EmerCan_Megamap.jpg
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EmerCan_Megamap.jpg



Last edited by Lin Kuei Ominae on Tue Jun 19, 2012 10:00 am; edited 1 time in total

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Jun 19, 2012 9:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Awesome! Nice map, lots of long winding paths!

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Jun 19, 2012 10:23 am    Post subject: Reply with quote  Mark this post and the followings unread

I love it.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jun 19, 2012 10:44 am    Post subject: Reply with quote  Mark this post and the followings unread


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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Jun 19, 2012 12:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 19, 2012 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry, but i can't follow you. Confused

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

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Tue Jun 19, 2012 1:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Why do the SAM sites only make a difference for GDI players?

Probably because in Enhanced Mode only GDI has actually useful aircraft. In Classic mode Apaches are good for taking out harvesters and GDI WFs, but in Enhanced mode there isn't a real use for them.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 19, 2012 1:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Jun 19, 2012 1:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

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).

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Last edited by Bittah Commander on Tue Jun 19, 2012 2:12 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 19, 2012 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

The conyards are special Civil Construction Yards Wink, 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.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Jun 19, 2012 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks good

I like the colour/height variation in the terrain

It reminds me of the TD Canyon run cinematic

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) ? Smile

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Jun 19, 2012 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
looks good

I like the colour/height variation in the terrain

It reminds me of the TD Canyon run cinematic

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) ? Smile


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.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Sep 24, 2012 12:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

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. Twisted Evil

\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.

Emerald Canyon full size Megamap Preview Warning, PNG is 37.0 MB

-the preview in the first post was done before the improved lighting, which is already in the latest public dta version



EmerCan_MegamapFull.jpg
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EmerCan_MegamapFull.jpg



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Sep 24, 2012 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

And you don't think it's a bit excessive for just two players?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Sep 24, 2012 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

nah, actually it's still too small for my taste #Tongue At least it's bigger than most of DTAs 8 player maps Very Happy

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Mon Sep 24, 2012 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

In a serious 1v1 probably 30% of that space will get actually utilized most of the time #Tongue

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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Thu Sep 27, 2012 4:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

The bigger the map, the more ambush options.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 27, 2012 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Sep 27, 2012 5:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 27, 2012 5:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

You obviously haven't played the map yet. After a while the whole bright sand part of the map is covered with tiberium Wink

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Sep 27, 2012 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

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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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Thu Sep 27, 2012 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, at least you don't have to worry about turtlers attacking your base with Obelisks of Light.

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