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Island Raiders (2-3)
Moderators: Dawn of the Tiberium Age Staff
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 02, 2012 3:33 pm    Post subject:  Island Raiders (2-3) Reply with quote  Mark this post and the followings unread

Name: Island Raiders (formerly Threeland)
Player: 3
Naval: yes
Size: 96x94 (see preview) -> 130x137 -> 161x187

Map size raised during a match after fulfilling a secondary objective.

Megamap preview



Threeland_Megamapsml.png
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Threeland_Megamapsml.png



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Last edited by Lin Kuei Ominae on Thu May 16, 2013 7:55 am; edited 1 time in total

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Dec 02, 2012 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks like this'll provide some nice naval battles Smile

Those Apaches aren't properly centered on the helipads though. I know you can't properly do that to begin with when you try to place Apaches on the helipads in FinalSun, but you could get around that issue if you make a clone of the helipad, give it HoverPad=true and also add [General] PadAircraft=APACHE,x to the map's code.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 02, 2012 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's no problem. Since they are placed manually, they are in area guard mode. Thus as soon as a player gets close to them, they start, attack the player and when they land, they are perfectly centered.

So it's only an issue on the preview, but ingame you wouldn't notice that, since you can't see them before their first take off. Wink

And there are orcas and apaches, so hoverpad can't be used as it allows only one aircraft to be preplaced.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Image Shaper______TMP Shop______C&C Executable Modifier

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Dec 02, 2012 6:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Name suggestions: Baypack, Sea of Serenity, Bermuda Triangle, The Gyre, Island Robbers (pun on Island Hoppers).

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 02, 2012 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bermuda triangle could work.

On a different note: would it be good if i add neutral hovercrafts that allow infantry transports from each players island to each other players island?

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Dec 02, 2012 10:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

To be honest I think that neutral hovercrafts would be kinda pointless. Infantry traveling on their own will get mowed down easily as soon as they set foot on shore, meaning you're much better off if you just send several air transports (some carrying infantry, some carrying tanks).
I've personally never been able to make proper use of the neutral hovercrafts on any maps they were present on.

By the way, I was thinking it might be interesting to make the AI build ships instead of tanks on this map, but judging from the layout it unfortunately seems a bit too likely that those ships will just get stuck...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 02, 2012 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well the hovercrafts would allow some early scouting with infantry and maybe even doing some surprise attacks. Since they don't harm and only add some detail I think I'll add them anyway.
Bittah Commander wrote:
I've personally never been able to make proper use of the neutral hovercrafts on any maps they were present on.

On Tiber these really are only some detail, though one of them is very useful to get early access to one of the civil tech outposts.
On Dantes Desert they will be much more useful in the next version. Especially at conquering the center island.


The AI will be a bit problematic, since the map still allows ground battles (once the player got access to the bigger map sizes)

I think this is really better played against humans only. It would be a pain to code a good working AI.
Though if the AI would build ships for defense only, it would at least make it not 100% boring to fight against them.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Dec 03, 2012 2:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Neutral hovercraft seem a little contrived.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Dec 03, 2012 10:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Little Europe! xD

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