Haven't seen this map in a while. Thanks for uploading!
Haven't seen this map in a while. Thanks for uploading!
This looks pretty amazing. It could be great for machinima-like recordings. I gotta try this out sometime!
This is amazing! I look forward to trying this out.
Thank you very much for the positive feedback. It is indeed a symmetrical map that can hold 3 vs 3 battles. The version that I first got was set in a red zone, but I changed it over to blue. At the moment, there's a seemingly unlimited amount of blue tiberium on either side of the battlefield, but I may tone it down a bit. What do you all think? If nothing else, unlimited supplies do make for some nice battle scenarios.
I updated the image that I posted, so it now includes the mini maps for each variation of Focal Point. As you can see, the level has a bit of an hour glass shape to it, so there are frequently intense battles in the dead center.
Back in late 2008, I came across a video of an earlier version of this map. I'll post a Youtube link for anyone who's interested in seeing how the level generally plays: Youtube.com
Thanks. The idea for this map came to me while sending a successful all-infantry strike on some random enemy base one night in Skirmish. I always loved being able to focus and care about a small handful of troopers instead of simply treating a whole legion like expendable pawns, so I wanted to make a mission that emphasized on it.
I've only had a couple short evenings to work on it so far, but it's already developing quite nicely, I'd say. College may keep me away from this stuff for the most part, but whenever I get a chance, I can be relatively productive. :P
I wish you the best of luck on your future endeavors! I look forward to seeing progress on your indie game down the road.
Excellent shot. I like the theme quite a bit.
Wow, college has really done a number on my gaming life. I should have finished and released like 5 maps by now haha. Long live C&C Tiberium Essence! Stay strong, comrades!
Dude... this map is freaking awesome! It has more detail than many of the first person shooter games I have played. I am seriously blown away by your work. In the last skirmish match I played on this map, I held off on defeating my opponent just so I could spend my time exploring the fallen city.
Hey thanks for the comments guys. About the lack of neutral structures, I was mainly just going for a meadow/forest map, rather than having any sort of buildings on the map. I do plan on making a semi-urban map that mixes forest with urban stuff before long, though. I apologize for not saying anything about the superweapons being disabled; I'll go ahead and edit the description. Regarding the ion storms, I agree that they are indeed a bit frustrating, especially when playing as GDI. I wish I knew how to make the storms occur in a manner that is less overpowered and more appealing to look at, such as the storms that are featured on the map Unfriendly Skies. Unfortunately, my knowledge on storm-scripting is limited. That is indeed a good idea about having the storms randomly hit between every 10-300 seconds, Oaks. I'm currently moving my stuff over to a newer, stronger computer, so as soon as that's done I'll see what I can do!
Lastly, each faction can avoid the storms by using their unique abilities. Nod has stealth(which oddly enough, grants them safe passage) and the ability to tunnel underground, giving them the largest advantage on this map. The Scrin can use wormholes and the ability to have their units teleport across the battlefield, and GDI has the stratofighter capabilities, which sadly isn't quite useful enough to give them much of an advantage.
Thanks! It's a 2v4 skirmish map, with the first two players each taking control of one half of the central base. It's actually an edit of one of the maps that H4wk from Talon Mod made(original map named Alamo), giving it a somewhat cleaner and less destroyed look.
Dude, this map is freaking amazing. I just played it last night and to say the least, I'm very glad I downloaded it! I love the way you hid some of the crates. Seeing maps like this inspire me to work harder on my current projects.
lol Thanks for the advice, but like Mirage said, I was simply referring to the blue legion on the radar. For some reason, I actually have a bit of a preference for the solid black radar screen in some maps. Idk, just looks a little cleaner to me. Once I'm ready to release this map, I'll probably add in a radar image.
Dude, this read was amazing. I love the idea of an oppressive and corrupt GDI being the main threat.
Alright, that's fine with me! I'm still planning on releasing a bunch of maps for the TE community though.
Now I just have to figure out which one is good enough for the contest...
This is just some random map I made for some script testing. I think that I'll end up releasing it before long; I just have to make some balancing tweaks here and there.
Cool. Whenever you're ready, send me a PM detailing what creatures you'd like and where, as well as the map, and I'll gladly add in what I can.
Haha you know I'll be in the contest! Is there a limit to how many may be released?
PS: This is going to be first time releasing maps, so I'm pretty excited!
Thanks! :D I tried to keep it similar to the map's original design, but also give it a clean and not so destroyed look to it. I just got permission from H4wk a while ago, so I think that I'm going to release this in the mapping contest if one does officially start. Otherwise, I'll just simply release it anyway. :P
Man, I'm really glad to see this group in action again!
Looks nice! I like the dark gloomy/eerie look that you gave it. As for scripting, I might be of some assistance, depending on what you desire to have implemented. I have recently been working on some scripts for creating random movements and actions, so if you're interested, I'll do what I can!
Dude, this looks freaking cool. I can't wait to play it! I love the partially buried platforms and your implementation of Tiberium slime oozing down the cliffs.
Hey thanks. My only real concern is how other players will react to it. I only played skirmish matches on this map, so I fear that some people may find the random ion storms to be frustrating. Still, only time will tell!
The Tacitus Archive is pretty much on any map that has a Control Point structure(Tac Archives replace Control Points). I know that Pipeline Problems has one on the east side, but I can't really think of any other default maps with them at the moment. EDIT: Whoops, I didn't notice that somebody already replied. I feel like an idiot now lol
Looks quite nice! I look forward to seeing this when it releases.
So, as for the idea on what to do in regards to group activities, I believe that the most secure option would be a mapping contest. Although I'd freaking love to see/attend a tournament, I fear that it has the highest risk of falling through. Additionally, I strongly agree with Smallchange and the production of user-made 1.6 content. I imagine that a mapping contest is indeed a good method for doing so. I also think that Goober Trooper has a great idea with a tourney taking place after a map contest, highlighting some of the new user content that were created.
Lastly, to put my thoughts on the "Tib Essence taking a step back" thing, I think that it may be a bit early to make any solid conclusions. As far as I have experienced, the mod actually has become a bit more balanced in several ways, and the factions feel even more established than what they previously were. One of the main things I noticed though, was it almost seems that the Tacitus Archive units are just slightly overpowered in some ways, but it's not like you can pivot your entire match on those units alone.
Whoops, sorry for the text wall. :P
l00t_pursu1t
(/ ^O^)/ joined
Leader of the Captain's Squad video game clan, freelance IT, independent application/video game developer, music composer, and avid gardener. I used to be pretty into making maps and mini mods for C&C titles but haven't really had the time for much of that lately.