sign me the FUCK up good shit go౦ԁ sHit thats ✔ some goodshit right th ere right✔there ✔if i do ƽaү so my selｆ i say so thats what im talking about right there right there (chorus: ʳᶦᵍʰᵗ ᵗʰᵉʳᵉ) mMMMMМ
You monsters, not revealing Foehn's tech... XD
That sucks, they were beautiful. :<
What is with the random bridge to nowhere at the bottom-right corner? XD
I'd like it if there were more space at the back-route flank paths and also some other entrances to the center that isn't going really far around to the back of those large bridges. They will make reinforcing that center a nightmare so I'd expect not many people to even bother trying to take it.
My life for Yuri.
Cannot wait to see Foehn's stuff finally \o/
Oh, okay. I was a bit confused there. I thought it was actually going to separate them at first.
It is pretty cool that you guys make your own missions. <3
Well, ****, dude. Hope it heals quickly.
Are they getting faction-specific radars as well as Battle Labs, or just radars? If both, would Soviets and Epsilon also be getting faction-specific radars?
Whatever happened to these gorgeous cliffs?
Best ******* speedrun ever at Games Done Quick:
Some of the spawn locations look like they were just kinda jammed in, like the map wasn't actually made with them in mind. Other than that, if the trees in the big cluster of trees aren't destroyable, than I don't think I have any other real problems with this map. It's a little bland, but it would be a very functional 2v2 or 4 player FFA map and I'd far much prefer functionality over diversity if I had to choose only one.
For a 4v4 it might work, but for an 8-player FFA this would be a nightmare for anyone spawning in the 3 o'clock position because some of the shortest attack paths on this map go right to them, they have two entrances to defend, nowhere really safe to expand to like most of the other spawning locations, and not much space to begin with to really tech or build defenses or production with.
Those live-action videos have a very similar vibe to -HOOH-, which is totally awesome. It's a really cool ARG.
MDX/MDL format for WC3, the different version for Source Engine, and M3 for StarCraft II are all formats that have little to no support for any modeling program outside of older version of 3Ds Max, so it's really difficult to work with any of these model formats. (And these 3 modding platforms are seriously like half this site)
Weird bug (With C&C, not with the patch) that I found. Dunno if this is really already known or not. If A harvester that is in the process of returning gets destroyed before it docks, the return animation on the refinery will play forever unless another harvester wants to return there.
And a weird performance issue on my machine that I haven't been able to find a fix for yet. On the map screens the game will COMPLETELY freeze for the duration of the animation, though it will return completely fine after the point the animation would normally be finished.
:OOO 3spooky5me m88
Symmetrical doesn't necessarily have to mean the map looks mirrored on X number of axis', in the case I mean symmetrical is each starting position is on an equal footing. Making a map mirrored on X axis' makes that job a lot easier, but it's totally doable without mirroring.
Although Axis Mirroring provides a lot more balance as well, because there are ways the map can be split which makes it so there can be some breather room for players in a really action-packed game because they'll have defendable positions to fall back into.
You know, I can't help but wonder what they originally had planned for the Scrin. C&C3; afaik wasn't the original intended interpretation.
Also, I don't quite understand this limitation of only building on Tib. There's already pretty limited base expansion, this is just another way of doing the same thing. What would the benefit be? Because if the benefits aren't huge, you're literally more vulnerable because of this because in an FFA situation people would gun for you because you'll be one big Tiberium Field to harvest once you're destroyed. xD
Looks like one of the better maps you've done, very good.
+Nearly perfectly symmetry (The only difference being the left side has laser fences and the other has concrete walls)
+Just enough space to build, to space your buildings far apart enough to weaken the effect of super weapons.
+Easily defendable positions, but plenty of counter attack paths.
+Some awkward positions that are more difficult to defend, but cover very important positions that people will likely fight over often.
-Not that great use of naval paths. They are extremely long and cumbersome.
-Expanding may be cumbersome.
For the naval things, some tunnels for naval units on the bridges connecting to the center blue tib field and connecting from the large bridges to the outer pieces of water would solve all naval limits on this map.
If you're scared of naval units being too strong, then this should be taken as them needing to be nerfed, redesigned, or at least have a second look taken at them, and not maps balanced around them.
My god this is a mod I haven't heard anything about in like 3 or 4 years.
A x/y second display timer would be infinitely more useful for a player. Nontheless still good looking and still useful.
Does RenderTurret (Or whatever the trait is, can't remember exactly) seriously not support remap? O.o
The SHP is the animation of it fading away (Facing left and right), but it could easily be modified to be the falling graphic as well.
I actually would like this one better if it didn't look more like it belongs to the Scrin then GDI (Aside from the color scheme). It like, looks very alien.
:O But is it really kill?
Ah, okay. xD
Only really give a **** about two of these characters, they are some of the best-written protags in all of fiction IMO. =P
(Pointless points for anyone who can guess which ones I'm talking about)
These are always very mysterious, but people put these kinds of easter eggs (Group photos of all the devs) in their games all the time. It does not mean they are going away.
Ooh **** there he is :O