This modification offers an alternative gameplay to Tiberian Wars involving many Tiberian Sun units which many CnC fans (like me) missing in vanilla CNC3 and add even new my made units which you can't find anywhere else. Story is quite the same like Tiberian Wars, but is all about what if GDI and Nod do not abandon technologies they have used in Tiberian Sun era and instead of that further developed them. But it's not only that, there are many visual, sound and balance changes which I want to see and hear in my mod, new sounds, new music, new effects (like blood and gore, new infantry deaths, new more realistic missile trails) and many more.

Add addon Report Sarajevo TemplePrime
Filename
Sarajevo-TemplePrime_PlyrCreeps.3.zip
Category
Multiplayer Map
Licence
Proprietary
Uploader
Jakob.z
Added
Updated
Size
964.82kb (987,980 bytes)
Downloads
602 (1 today)
MD5 Hash
0ef3824addcb6a4d5ef61f2092d09014
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Description

Welcome back Commander! Sarajevo official mission rearranged into multiplayer Map(3 player), to retain all the plot settings.(非常抱歉,使用翻译服务给大家带来不便!) Good Luck Commander!

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Sarajevo TemplePrime
Comments
Machine-Reaper
Machine-Reaper

Awesome!...something to play while we wait for the next release

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GC_dzbanek
GC_dzbanek

I recognize this map ^^
Will give my opinion when I'm done playing it :D

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Jakob.z Author
Jakob.z

Thank you!

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GC_dzbanek
GC_dzbanek

So basically the map is very good, though it could use some balancement adjustments. Hope You will provide us with more TE maps in the future :)
Also, You could rename the map from "Sarajevo Temple Prime - TE" to "TE Sarajevo Temple Prime" to make it easier to find between other maps. That's how most Tiberium Essence maps are named. Cheers!

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Jakob.z Author
Jakob.z

OK, the next version is adjusted.

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GC_dzbanek
GC_dzbanek

Thank You very much ^^

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Her3tiK
Her3tiK

Cool idea to make this available as a 3v1 skirmish (Trust me, it's a pain in the *** otherwise). One question though: why do the obelisks at the top of the hill respawn? That has to be one of the most annoying things I have ever dealt with.

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Violet-n-red
Violet-n-red

good thing they are not cloaked with respawning stealth generators :D

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Jakob.z Author
Jakob.z

Pay attention to their connection lines, find the controller, destroy it.
(I am very sorry that I used the translation service.) :P

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Her3tiK
Her3tiK

I got that figured out. For what it's worth, it's a neat idea, but having to constantly fight a pair of obelisks up until that point really stalls any attacks.
And those reinforcements... Jeebus.

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GC_dzbanek
GC_dzbanek

Aye, that thing is irritating, especially since pretty much only way to deal with the damned thing is to suicide aircraft, unless You want to suicide artillery.
Also the vehicle spam is way too high. 1 avatar/sec? That's ******* crazy, should be fixed. There are ways to deal with that ****, but these mostly incluse grinding enemies to lvl up Your units, which is boring -_-
Also the AI can start building way too early, it should be able to do so when the 2nd generator is down or something like it. Also, I see no reason for Rift and Nuke to also be impossible to fire at the temple, sinde Disruptors work only on IC o.0

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Her3tiK
Her3tiK

I think nullifying all superweapons is a decent idea. Yeah, it's not exactly canon, but then everyone would just play Nod and Scrin to get around it. It probably wouldn't be as big of a deal if the Obelisks didn't respawn (or only did so a few times) and the reinforcements were cut back a bit. Hell, it might not be the worst idea ever for Nod to be barred from having superweapons at all, since they've got relative immunity from enemy nukes, a full base from the start, and a massive array of defenses.

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Violet-n-red
Violet-n-red

the map looks alright, but sweet jeezus, that description makes barely any sense!

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Lord_Kane
Lord_Kane

to be fair the guy is from china, so he probably used a translation service.

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Jakob.z Author
Jakob.z

Yes, I'm very sorry! :D

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Lord_Kane
Lord_Kane

Don't be, if english is not your native langauge at least your tried and dont demand that others just learn chinese, like how most of your countrymen seem to act online.

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FortressMaximus
FortressMaximus

Thank you very much!

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Oaks
Oaks

Commander(Foreman,High Inquisitor, Forgotten Mutant Leader), Temple Prime is in sight!
Impressive,very nicely redone legendary mission.
But I would need to speak about few map and script things with Jacob.
I am sure you'll get better in English right away, too xD

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Jakob.z Author
Jakob.z

Thank you!:D
Detailed maps and scripts introduce?

OK,I will try it. xD

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Oaks
Oaks

No, not introduce. I will PM you, but your English must get better first.
I have reviewed the scripts, they are impressive, but they require changes due to TE being TE. Which I personally did, so it would be better for me to re-upload the updated map.
Scripts are advanced, fantastically made and there are many of them but,
They must accomodate to changes and gameplay balance from original Sarajevo CNC3 to TE.

-You never get to build your SW(no matter the faction you play as)
-Enemy permanently targets Chemical Missile on your Barracks/Secret Shrine
-------------======--------EMP missile on your Radar
-Predators spawns instead of Titans upon start
-Attack Team Venom01 script is supposed to be Harpy
-Original Sarajevo mission is scripted so, they will never have more than 4 Harpies
-AlienBattleship is Leviathan epic, not AlienMothership, in scripts
-Capture of Tacitus archive somehow spawns few original CNC3 non-TE units.
-It is supposed to be a custom mission, not a mission-like skirmish map
-Enemy is spamming banshees,heroic rocket squads,Montauk
-In TE Basilisk Beam cannon is T2 and Stealth tank T3, in scripts
-Somehow there are original fully upgraded(stealthed) Avatars
-All enemy defenses,refineries are re-spawning after 45 seconds
-Somehow I have seen enemy to make a base outside fortress and spamming Stealth generators all over the place.

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Jakob.z Author
Jakob.z

I need a detailed study of your explanation.

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Jakob.z Author
Jakob.z

Very precious, thank you!

Reply Good karma+3 votes
Alucard_Sn1p3r87
Alucard_Sn1p3r87

Translation for anyone wondering

Details Description :

1. Entrance laser tower base can be born again , and they pay attention to see the connection of the ground controller , this setting just like the original NOD towers .

Production base within 1.NOD arms will gradually open by tech level .

Still by the magnetic field generator to prevent superweapon instantly corrupted 2.NOD base.

3. After 15 minutes, the players super weapons provided by the story , and NOD super weapon 30 minutes by Kane .

4.NOD base can not build any building before Kane speak out .

But there is a harassment enemy , Kane will advance out of the accused and the construction of a nuclear bomb , while providing air transport support within 5.NOD base.

6. Note that you have a basic but into NOD facades, they will exit from the underground base TemplePrime next stop transport support team , until you withdraw base facade.

( Because of language description technique inconvenience to everyone , I'm sorry , I'm looking for a friend to help me translate it as soon as possible )

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Oaks
Oaks

So I had even a better look on scripts.
Did a quite a job on it to balance it and adjust to the realities of TE.
Will be ready to re-upload it soon.
This is what I can say:
Player Nod enemy is player 4.
Has(as always)infinite credits and energy.
All tech structures outside map boundaries(will always be able to harras you with EMP missile and Chemical Missile)
Some production structures respawn.
Every defense respawns:
Entrance ramps Obelisks in 45 seconds(changed to 180)
Seems like 14 Obelisks at the entrance of stronghold of outer compound does not respawn xD
SAM sites respawns after 5 seconds(changed to 60)
Inner compound(last 4 Obelisks guarding Temple prime) respawns after 15 seconds(changed to 60)
16 Obelisks in the middle compound will respawn after you destroy them all.
Only the destruction of Ion Disruption Field generators can interrupt the respawning of defenses.
Enemy forces steadilly gets reinforcements via aerial transports.
Upon entering the stronghold or after that given time, Kane activates his SW and starts spamming a fuckload of Avatars,Stealth tanks,Venoms, Banshees.
Endlessly sends Montauk,CC and Commando each time you kill them.

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Jakob.z Author
Jakob.z

Can't wait to try to balance what. If it is two or three internationally networked play together, difficulty is not too low, or according to what the player number to adjust the difficulty.

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Oaks
Oaks

So I increased time basically of everything.
Attack teams,tech tier activation,defenses respawn,reinforcements incoming.
For the time being I deactivated Banshees, and should probably deactivate even the somehwat buggy Chemical Missile(since its used via Chemical Plant outside map boundary)
Deactivated all Tacitus units for enemy Nod.
Scripted Montauk so he will be deactivated after you destroy him for the third time.
Decreased number of enemy spikes and silos outside map boundary.
Technically its best to play as Scrin, since Devastators will easily destroy Ion Disruptuption Generator + use of Wormhole,Blink to bypass defenses.
Firehawks can bypass defenses via stratofighter booster or you can just try spamming Orcas.
Playing as Nod with your own Montauk/Banshees, subtrerranean strikes,shadows sounds easiest.
Nod SW respawns immediately each time it is destroyed.
I have no idea what you intended to happen after enemy destroys your captured Tacitus Archive- its just that Nod Eva says: mission failed and nothing else.
I have no idea what non-existing unit "Langyan" is supposed be and why would you be "removing" it via script.
Script concering respawning enemy refineries seems unfinished.
Otherwise, I am basically ready for final testing and re-upload the straightened up map.

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Jakob.z Author
Jakob.z

Great, my friend, thank you very much!

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