March, 2047. A massive nuclear fireball explodes high in the night sky, marking the dramatic beginning to the Third Tiberium War. The infamous Kane has returned to lead the Brotherhood of Nod in a massive global assault on the Global Defense Initiative and the few remaining Blue zones left on the planet. Only you can stop him. The fate of humanity – and the planet – is in your hands.

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Big 6 player high detailed map made by v1rtu. Properly good for 3v3 matches.

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Burning Rage
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Madin
Madin - - 2,077 comments

A nice 3 vs 3 map.

There are some interesting oddities.
The first that comes to mind, is that despite it being a 3 vs 3 map, there are only 2 tiberium spikes, and these are in central areas of the map (at the upper and lower ends), so they are definitely contested spikes.

Outside of the starting tiberium fields (1 for each side), the map really has an interesting use of expansion fields. The expansion fields are always on a different level, which means that it at least might require a MCV move in order to set up refineries near expansion fields.

Each of team of 3 sides get a couple of green tiberium fields more towards the centre from their starting position (uncontested).
But were things are really interesting is the central dual blue tiberium fields, indeed they create a problem. Because the fields are full and very close together, the teams have no choice but to attempt to secure these central blue fields first. Failure to do so would likely result in one team controlling both fields (they are that close together), and obviously if the team are competent and are getting income from dual blue tiberium fields, life will be difficult for the opposition!

I would have preferred the blue fields to start empty, so the teams are encouraged to use the green expansions first before moving on to fighting for the central blue fields.

Another issue on this map is that there are 2 mutant hovels, but both are located in the upper portion of the map. In C&C3;, they are mostly a waste of time. But if this map is being played on one of the mods that expand the usage of the mutant hovel, I feel that making the hovels more central would have been a better idea.

Finally the fog levels are a little high on this map, but not a major hindrance.

Of course crates do not work.

7\10.

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