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> Tiberian Blood Version 12.1, After much time rescripting, This map is working
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THE SPLAT
post May 15 2009, 09:01 PM
Post #1

Technician
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Posts: 8
Joined: 11-May 09
Member No.: 1,552
Favorite game: Tiberium Wars



[attachment=6584:scotty.zip] innocent.gif This map created many headaches to modify lol.gif yet was such good fun once i started i just couldnt stop.
This revised edition brings more to the table for each player and yet Has been scripted with as much care as i could muster to bring with it a sense of fairness to each player.
Every base is a carbon copy.. roughly with the mere notable exceptions that some have mild offcenter spots due to the nature of adding into the game so much extra stuff.
If you think this message is long or the readme file included within the zip is long then you have no idea just how much time i have spent placing more action into this map while removing incomplete and CPU chomping scripts.
Sadly my overhaul of the speed will barely be noticed.. rest assured I spent a day or two fixing that.
The weeks however were reserved for the shop part of the map.. so that i could include bombers yet have the shop concept work nice.
Air transport is still disabled.. dont rightly know why .. oh yeah now i do to avoid people placing too many free bits into the spawner .
I spent about a month all up modding this map .. of course i did have to participate in the human condition so this was squeezed in between duties.

STARTOFF POWERS :
Tib seed ,cat missile , Tib BOMB.
Shield,worm,radar
artillery,Airdrop,Orcastrike.

A very large initial BASE more at sides and front.
Barracks that will allow one to build units

Units changes ---- everycost has been changed and altered as too the rates of spawn, men are less limited as they are weak .
Spawning will only occur with less then certain amounts of Vehicles and snipers,flamesquads Give a minus to spawn rates.

Increased Dramatically is the bike,bug preditor APC and most other infantry.


--------------------------------NEW POWERS in shop :-----------------------------------------

Decoy(at 1K kills) ,Cloak,JAM
Secret Strike team ,
sniperdrop,
GDI Parratroops ,
Minefield ,

NEW SPAWNED UNITS

Mastermind
Nuke truck.. its very powerful but will cost alot to balance. as i seen firsthand how OP it was.
Engineer... yes im tricky i make it something u buy not build lol.repairs and is good to clone for laters.

CHEAP SUPERS..
you can only have 1 at a hit.. and they are pretty silly on own so i nerfed the cost to see them in play.

NEW SPAWNED STRUCTURES

Nuke Place... ahh nice for killing units not bases.
War Factorys Nod middle GDI side nuff said
Barracks NOD.
OP nod.---buy this for them cool powers



-------------------------------------------------------------------------

As you can see I added in Heaps of NEW POWERS and many purchaseable Items.
HOWEVER its the SHOP SAFER i spent much time fixing... so much time(shudders) .

Kept the Center killer engineers and made them killable.. adds in a sense of tacticals i hope.
two antiairs protect them... dont try to kill them they wont die.

Spawning units that are not killable in the spawn room : The starting men .. all others can be hurt so use tatics wisely.


Please post advice suggestions and bug reports of this map here

Known issues ..

two antiair creeps are placed right along the orcas and some other powers support paths.
there are ways to deal with that although a mild player 3 advantage .. open to advice on that
some people abuse the spawn area but its simple to answer back to as well so still fair.

basically i tried heaps to fair it up while amping it up.
Attached File(s)
Attached File  scotty.zip ( 130.07K ) Number of downloads: 218
 
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