View Full Version : I need feedback on my tournament style map!
snow918
04-22-2007, 02:40 PM
Hello!
I have made a tournament style map which I'm calling "Tournament Supply Line", it's almost finished, but before I release it properly, I would like to hear some feedback! For example, does it suit your playing style, are there enough resources, should there be more or less tech buildings? Should I enlarge the map and build "sneak paths" which lead right into the rear of the bases to reward commando/mastermind units? Comments and feedback please! Thank you for taking the time to test the map.
http://www.ezmodelling.gamehorizons.net/gallery/misc/supply_line.jpg
Also, what are the siege barriers? Do they aid the AI strategies somehow? Looking at Barstow Badlands, there are siege barriers, but I do not know what purpose they serve.
EDIT 24/4 2007: Final version download here: http://ezmodelling.gamehorizons.net/tournament_supplyline.rar
spyVspy
04-22-2007, 09:18 PM
I saw the siege barriers also. The xbox 360 version has other game types for multiplayer, and these are probably for a "siege" match on the map.
JBV3737
04-22-2007, 09:32 PM
looks good dude, nice job.
SgtRicko
04-22-2007, 11:45 PM
A couple of bunkers couldn't hurt, along with more tiberium (looks like there are only two fields per faction overall).
Otherwise, it's pretty simple and balanced-looking - which is good!
someone has been very busy texturing the lot...
looks nice, maybe a bit too confining for me
(by the way, this map resembles a map that I've seen before in some official map in cnc3... not sure though
The map does remind me of Barstow Badlands, but looks good.
The map does remind me of Barstow Badlands, but looks good.
yeah indeed that one :D
that design was good, cus you can't expand in both north and south against a brutal AI. Scrin with advanced airpower might have an advantage on this map though
snow918
04-23-2007, 09:58 AM
Hi again! Thank you for the comments. I will upload a version (at the same addess) with faster tiberium growth in the expansions and somewhat faster in the main bases. I tested it and I haven't run out of tiberium in a ~10-15 minute game against medium AI.
Also, yes it is very much inspired by Barstow Badlands! I tried to mimic its texture style and the layout is very much influenced from it as well.
Now, how do I set the bridges to be blown at the start of the game? I tried setting them to "Dead", but then the bridges wouldn't repair again when I entered the maintenance hut with an engineer (Although EVA says "bridge repaired").
I have this idea where the bridges are blown at the start of the game, leaving a GDI power plant unreachable in the middle! If you were to repair the bridges and capture the power plant, then obviously you've got some pretty sweet buildable radius right where the money's at! But also at a great expense in engineers. What do you think?
EDIT: I just discovered that neither the buildradius tower nor the powerplant has a large enough radius to span the foot of the bridge island to allow for building placement =/. And the bridge does repair when i enter the maintenance hut with an engineer, it's just that it is invisible. Units can travel on it, but they're walking in the sky =).
Hi again! Thank you for the comments. I will upload a version (at the same addess) with faster tiberium growth in the expansions and somewhat faster in the main bases. I tested it and I haven't run out of tiberium in a ~10-15 minute game against medium AI.
Also, yes it is very much inspired by Barstow Badlands! I tried to mimic its texture style and the layout is very much influenced from it as well.
Now, how do I set the bridges to be blown at the start of the game? I tried setting them to "Dead", but then the bridges wouldn't repair again when I entered the maintenance hut with an engineer (Although EVA says "bridge repaired").
I have this idea where the bridges are blown at the start of the game, leaving a GDI power plant unreachable in the middle! If you were to repair the bridges and capture the power plant, then obviously you've got some pretty sweet buildable radius right where the money's at! But also at a great expense in engineers. What do you think?
EDIT: I just discovered that neither the buildradius tower nor the powerplant has a large enough radius to span the foot of the bridge island to allow for building placement =/. And the bridge does repair when i enter the maintenance hut with an engineer, it's just that it is invisible. Units can travel on it, but they're walking in the sky =).
hint: make a script, or leave the bridge alive. If a player want's it dead, it is easy enough :)
snow918
04-23-2007, 11:13 AM
hint: make a script, or leave the bridge alive. If a player want's it dead, it is easy enough :)
well I wanted the bridge destroyed to make it a bit more difficult to get to the central tech building, but now i've just ditched the tech building idea in the center altogether.
"Beta2" download here: http://ezmodelling.gamehorizons.net/...supplyline.rar (http://ezmodelling.gamehorizons.net/tournament_supplyline.rar)
well I wanted the bridge destroyed to make it a bit more difficult to get to the central tech building, but now i've just ditched the tech building idea in the center altogether.
"Beta2" download here: http://ezmodelling.gamehorizons.net/...supplyline.rar (http://ezmodelling.gamehorizons.net/tournament_supplyline.rar)
so the tech building will cost you TWO engeneers to capture it... LOL
it would be fun to have the middle island a bit bigger and an expansion tech building on it. the one who controls the middle wins :D....
snow918
04-23-2007, 04:58 PM
so the tech building will cost you TWO engeneers to capture it... LOL
it would be fun to have the middle island a bit bigger and an expansion tech building on it. the one who controls the middle wins :D....
Yes kindof my thought there - if the tech building gave build radius it'd be worth the two engineers! But sadly that build radius doesn't seem to be possible
i might just cram an EMP on there. The bridge won't be a good tank rush route then, though. Buth then again it isn't really so now either! :)
Derek
04-23-2007, 06:28 PM
Yes kindof my thought there - if the tech building gave build radius it'd be worth the two engineers! But sadly that build radius doesn't seem to be possible
i might just cram an EMP on there. The bridge won't be a good tank rush route then, though. Buth then again it isn't really so now either! :)
There is a tech building that gives a build radius, but it only gives a build radius.
snow918
04-24-2007, 08:57 AM
There is a tech building that gives a build radius, but it only gives a build radius.
Yes that's true Derek. But neither this building nor the GDI powerplant gave enough radius to support building placement at the foot of the bridge island as I said earlier.
Now released! Check the other thread. Or just grab the download again. Enjoy!
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