The design looks good and has a nice amount of enemys.
But the cliffs need some work
and here the darker ground
i also found this trigger
air=Destroyed,Airstrike,0,None,,1
i dont know if it works this way too, but i would recommend to add a second None
air=Destroyed,Airstrike,0,None,None,1
i also doubt that this works. you should rename the second
auto10=Time,Create Team,280,GoodGuy,auto10,1
auto10=Time,Create Team,290,GoodGuy,auto10,1
teamtypes
there you use this sequence for nearly all teams that should be created by the autocreate trigger
0,0,0,1,0,15,
0,0,0
i recently found out that the number after the 15 really effects if this team is build
(the number of times it is build; this stands in ccwmap too) by the ai with the autocreate trigger or not, so i would recommend to make it this way
0,0,0,1,0,15,
1,0,0
the fact that the ai still builds some teams is because the Create Team trigger overrides this and really forces the AI to build a certain team.
auto8=GoodGuy,0,0,0,1,0,15,0,0,0,3,MTNK:1,HTNK:1,HTNK:1,2,Move:10,Attack Units:50,0,1
why you have there HTNK:1 twice? HTNK:2 should also do it, and maybe better.
auto10=GoodGuy,1,0,0,0,0,15,0,0,0,1,TRAN:1,4,Move:12,Unload:12,Move:16,Attack Base:50,0,0
and why does a Helitrans should try to attack or unload without any passengers?
And a tip
You have there a nice little plateau in the north eastern edge. Why dont you place there a second GDI Conyard and some other stuff like Helipads. This could make the game a little more harder, if the player has to save his Helipads for the final attack.
Oh and thanks for the hidden money crate
This post has been edited by Lin Kuei Ominae: May 6 2007, 08:59 PM