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TiberiumWeb.org Community Forums _ Finished TD Maps _ Nod Sneaky Tactics

Posted by: Lin Kuei Ominae May 1 2007, 08:41 PM

After years, my first map for TD. But this mapping boom packed me. smile.gif
It's one of those Commando Missions. You start in the south from a landing Hovercraft and have to find your Base.
The map has a lot of Enemy Teams, that will attack you. So i would say that this is one of the harder maps.

\Edit final version now available
Zip with the map (for Covert Ops only):  LKO_SneakyTactics_scb52ea.zip ( 7.3K ) : 398
(to install the map, copy it into your C&C folder; you'll then find it in the new mission menu)




Posted by: Nod Strike May 1 2007, 08:53 PM

Nice, though could you give us a breifing, or is it just random insane killing?

Posted by: Lin Kuei Ominae May 1 2007, 09:01 PM

briefing? like this

or something like a background story?

Posted by: Warlord May 2 2007, 09:46 PM

That looks good LKO, i will be releasing mine soon. smile.gif

Posted by: Robo fish May 5 2007, 04:14 AM

The mission is a thought one LKO. Nice hard mission thumbup.gif

Posted by: WorManiac May 5 2007, 12:07 PM

Time for some walk-trough.

I started playing the mission yesterday evening, and I played it 4 hours and 27 minutes before finishing off all GDI forces. I got really pissed off when I hardly got any money, had found all the crates, and my three harvesters were destroyed by single air strike. I loved the look of the battlefield, very C&C like.

Few suggestions:

1. The enemy harvesters get stuck to the "sand bridge" once in a while, but oddly that doesn't affect the enemy "economy" (since nearly all their attacks are reinforced units)

2. The annoying guard tower that pops out in the south, near the shore. Remove that, it's useless.

3. The enemy should guard all their entrances well; One is poorly defended, there's only one guard tower standing there.

Posted by: Lin Kuei Ominae May 5 2007, 01:16 PM

1. I noticed this too, and changed this in a new version. But GDI has enough money, to produce even over a longer time without harvesting.
2. It is deliberately there, to force the player to go further in the mission and don't stay there.
3. This is the backdoor, to make it easier to destroy the enemy. Maybe i add another Guard Tower, but i want this to be the weakest point.

I've made a new version with a better producing enemy, but i will still leave the reinforcements. They make it at least a nice hard level.
After i finished some tests i will upload it soon.
Then GDI also has Patrols around the base and Orca airstrikes (if it works).

Btw, do you found the 3 hidden steel crates, allowing you to fire a second nuke? wink1.gif

Posted by: WorManiac May 5 2007, 06:01 PM

Yeah I got the crates (one in the hut, two in the derricks), but I got them in so early on the game when I didn't have the temple, so I got only one nuke...

About the second part, the guard tower is okay if it pops out once, but it gets annoying when it pops out 20 times...I had to put there rocket troopers and artilleries to clear the way for harvesters.

Oh and I did realize that the poorly-guarded entrance was a "backdoor". However, usually those are hidden, and not directly next from the main entrance. What about changing the map so that it's hidden with trees and such? Oh and one more thing, the enemy wont build another Ion Cannon since there are concrete walls on the way.

Posted by: Lin Kuei Ominae May 6 2007, 03:23 PM

Thanks for the hint with the concrete walls. I fixed it. Anyway, after you've destroyed the Comm-Centre, gdi won't use the ion-cannon anymore, even if it has build a new Comm-Centre.

The guard tower can't pop out only once. Either it pops out limitless or never. But why you care about this thing. It's out of the way of nearly every Units path.

I've uploaded the new version
Now the backdoor is better guarded.
GDI also attacks with Orcas. (not much units at all, but enough so that the player has something to do and needs air-defense)
I've weakened the Airstrikes. (now only 1 A10, not 4)
Fixed some triggers.
Added some reinforcements for Nod (the player).
Fixed the Sand-bridge bug that caused GDI harvesters to stuck in their base.
Added some Patrols around the GDI Base

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