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JasonKnight298
04-26-2007, 05:47 PM
New map from yours truly. Its only a 1v1 map though. Have fun with it.

http://i68.photobucket.com/albums/i27/JasonKnight298/IslandDuel.jpg

http://jb.volrathscastle.com/Island%20Duel.zip

Ohh, the 3 ion cannon strikes in the image. that is my way of killing the bridge right off the bat, It doesnt effect anything of yours or the opponites. its just a way to make the bridge unusabe right away.

Anyway, have fun with it, lemme know what you think.

Derek
04-26-2007, 07:30 PM
Add in a medium-width path connecting the blue field to the center and you'll have yourself a decent map. Right now its going to be way too campy.

Mael!
04-26-2007, 08:27 PM
This map may be slightly balanced to scrin with their high power air units...

JasonKnight298
04-26-2007, 08:38 PM
Add in a medium-width path connecting the blue field to the center and you'll have yourself a decent map. Right now its going to be way too campy.

the point to the bridge, is to destory your opponited bridge every chance you get. cuts off the blue tiberium and forces the harvey to automatically leave the base for you to kill, and for them to keep spending 500 for an engi... :-P or, kill the bridge when there harveys are overe there and they would never know until they ran outta money.

like i said, i played the map for about 2 hours, had very little problem with building. just GDi i was against built like 100+ anti air defences

Derek
04-26-2007, 08:50 PM
The reason you need to connect the blue field to the middle has nothing to do with harvesting, you just need an alternate route into your base. Right now your bases have one entrance, thats very bad. You need to open up a second entrance that, and it can't be a narrow entrance either.

JasonKnight298
04-27-2007, 12:13 AM
The reason you need to connect the blue field to the middle has nothing to do with harvesting, you just need an alternate route into your base. Right now your bases have one entrance, thats very bad. You need to open up a second entrance that, and it can't be a narrow entrance either.


there are 2 entrances. the front ramp and the bridge. like it says in the readme. its loosly based off a firestorm map. 1 way into the base and a destroyed bridge as the other.

means you have to use a bit o strategy and not just tank rush hoping large numbers will win.

M2M
04-27-2007, 04:39 AM
there are 2 entrances. the front ramp and the bridge. like it says in the readme. its loosly based off a firestorm map. 1 way into the base and a destroyed bridge as the other.

means you have to use a bit o strategy and not just tank rush hoping large numbers will win.

it looks very decent, but I have to agree with derek, every base should have @ least 3 entrances, where one can be crampy small (sneaky backway perhaps), but right now, the only thing you need to defend is one entrance, and keep the bridge from beeing repaired (or let units cross it, and destroy both entrances to see 'm fall :D:D:D)

Derek
04-27-2007, 06:27 AM
there are 2 entrances. the front ramp and the bridge. like it says in the readme. its loosly based off a firestorm map. 1 way into the base and a destroyed bridge as the other.

means you have to use a bit o strategy and not just tank rush hoping large numbers will win.
There is no strategy to it right now. Spam defences and crawl towards the enemy base. Thats it. A bridge (especially one that starts out destroyed) hardly constitutes an entrace.

M2M
04-27-2007, 07:42 AM
There is no strategy to it right now. Spam defences and crawl towards the enemy base. Thats it. A bridge (especially one that starts out destroyed) hardly constitutes an entrace.

maybe if he made a connection from the blue tib fields to the center path, that would be a compensation

Derek
04-27-2007, 07:56 AM
Thats what I'm saying :dead:

M2M
04-27-2007, 09:20 AM
Thats what I'm saying :dead:

didn't read your posts... (only half)

in that case Im just being lazy again :doped::sleep::freek:

JasonKnight298
04-27-2007, 11:12 AM
look, as it says in the readme if you downloaded it and tryed playing it its loosly based off an old Firestorm map.

1 entrance, 1 bridge connecting bases, blue tiberium fields connecting to main bases by bridges.

attached is the original version of the map, go play it and wou would see what i mean.

anyway, its done. there is no need to change it, if ya dont like it, ohh well.

TheSoVietBlackOuT
04-28-2007, 01:35 PM
I remember that FS map, me and my mate used to play it a lot. I don't think C&C 3 though is right with that amount of entrances like the others are saying though.

EliteGi
04-28-2007, 02:02 PM
I like the map myself, I love the style and layout of it. But Derek does have a point, a turtler here is at a major advantage.

I suggest not destroying the bridge at the start, widening the entrances and possibly make the tib field at the player bases quite a bit smaller (and possibly largening the ones in the middle and add spikes just outside the base entrances, or on a cliff in the middle of the bridge, splitting the bridge into two, for example). That way you can keep the feel and layout of the map but force players to play more agressively.

But it's your map, and it's up to you what you do. We are just trying to help you out afterall.

EDIT: The attachment is how I suggest the changes look.

The red circled parts are parts I suggest you remove to make entrances larger to reduce the choke points. The Yellow and blue circled parts would be the new size of the tib fields. The dodgy rectangle things would be the tiberium spikes.

All the best whatever you do. :)

SgtRicko
04-28-2007, 10:19 PM
I'm amazed that you didn't put a "guys" nightclub in the center as a suggestion, EGI:p

TheSoVietBlackOuT
04-28-2007, 11:00 PM
It'd give GDI an advantage. Nod likes to rave.