I'll shmaplefle your shclagorglymorg!
That moment you realize you watch more games on Moddb then mods... o.o
Wait, I thought Dragon Ball was just done... Starting with DB and ending with DBZ at Buu Saga... Did the guy decide to write more? O.o
The hand is freaking out... It's like it's confused, like something is suppose to be there but it can't find it.
Own multiple shops? Become a Shop Keep Empire?!!
The guy's expression just fits so well, too. He's like,
"Woah!! Wha?!! Whatsthaa--Oh it's me... Oh..."
It looks kinda **** yellow instead of gold to me...
Moddb Ads have always bothered me. It's not Moddb's fault, though.
Auto playing ads that blow my ears out and make my heart nearly jump out of my chest with loud sounds.
Ads that cover the entire screen on almost every page.
Tons and tons of video ads that stream in HD that bog the page down nearly to a crawl on my machine.
Back a year or so ago, I HAD to use Adblocker on Moddb, otherwise I couldn't even use the ******* website it was that bad.
None of these are Moddb's fault, though. It's the company they use for their ads. They slip in those ads almost intentionally, and they can't do anything about it other then take them out and report it to the company. They can't prevent them from actually happening.
At the time, they also had ads on people's profiles which I didn't really think was fair, they'd be making revenue off of someone else's content that was free and were making no money off of. On the game/mod profiles it's okay, because that's like 99% of the website, you can't not put ads on that. But on the profiles was just a bit much...
They have removed that to a degree, though.
I have been considering unblocking Moddb, I think I'll go ahead and give it a shot...
Eh, good points.
Helper Bots so far are my favorite mechanic, they'll just be insanely useful and they're adorable. =)
I've watched a playthrough of it, it's such a weird game. XD
This might be some kind of research place. If it was a legitimate city, I'd think there'd be a lot more buildings and vehicles. Or at the very least people walking around.
Heh, sounds fine by me. You can use any of my comments if you like, I don't mind. =)
I'm just reviewing the map as-is right here. I not paying any mind to the fact this is a port. This is still a really well-designed map. It just could be better.
I feel like the attack paths are long enough without the cliffs right by the bridges.
The left-most spawning location has a way to harass units coming from the right-most most spawning location, from the safety of it's own base. The right-most spawning location also has a way to harass the bottom's units. But the bottom doesn't have as good of an advantage against either player in that.
The attack path of the top spawning position is almost twice as long as the other two spawning positions. Removing those cliffs would make this not so much of a problem, though.
I think that's everything I can figure out. Now, for an actual review:
+Bases are nice and empty, but not too empty. Provides plenty of space for macro-based play but not enough for it to totally dominate.
+Blue Tib fields in base provide means for very quick build-up and possibility for lucrative strategies.
+Easy to defend expansions can help promote longer, more exciting games.
+Wide open ramps reduces turtling and can open opportunities for early aggression, rushes, cheese, all-ins, and timings.
-Bad symmetry. Can provide advantages for one player that other players won't get.
-Red Tib field in the center isn't much worth fighting for, as each player's units will be going through it.
-Attack Paths are very easy to harass, with not much that can be done about said harassing. This is a quality I'd veto a map for.
Bridges help make the attack paths equal for all 3 players. However it is most important for the top-most player, which has the longest attack path without using the bridge.
While the blue tib fields are nice, they COULD promote heavy turtling.
About a 6.5/10. Needs some adjustments. The core concept of the map is faulty, but the gimmicks help make it pretty good. If the core would be polished up some, this would be an amazing map.
Idea: Randomly generated maps so there's more interesting places to play in then just the 5 same places all the time. Instead those 5 places could just be tilesets and maps are randomly generated from them.
Boondocks actually borrows a lot of action scenes from other Animes. This isn't the first one I've seen. I think it's cool.
Ah, Mortal Kombat-style gibbing. So beautiful.
Does it actually give more Credits?
N5 becoming so sassy. XD
*Sees first image* Well, I gotta go change my pants now.
Is that a Voxel? O.o
Ooh, that looks beautiful.
I have high expectations... This might actually get me super-hyped for MO again if it plays really different from a normal C&C faction.
O.o? How do I use them? I just redownloaded the game about a week ago, and tried pressing every button while in a Devil's Tongue and nothing happened...
(I was on Singleplayer, though)
Aaah, finally Sub mechanics. Will Sub APCs work too?