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Sun, 2011-12-25 17:59
CS version and other triggers added by Bittah Commander.
(128x128, East vs West CS version, no rush, not suited for FFA)
Computer sometimes won't attack you until you destroy whole village and attack him yourself.
Update 0.9: Rebalanced map economy a little, so the side that loses middle doesn't automatically lose the game.
Also, buffed late-game GDI a bit because this map, de-facto, starts in lategame.
Advanced Guard Tower:
Range increased from 7 to 8, hit points increased by 20%, price increased by 20%.
A-10
20% hp increase.
Combat CarryAll
Replaces (Chinook) for GDI.
Cost:950 (1500)
Passengers: 3 (5)
Speed:9 (16)
Hit Points: 210 (90)
Well, since there was a lack of tournament-like maps, I've decided to make one myself. It's my, de-facto, first map ever in Final Alert, so it's very simple.Although I did avoid on adding many terrain objects on purpose, but it still can use way more, I think. They just need to be placed absolutely symmetrically (i'm too lazy for that =)
Trees around the village are placed to harden the expansion-building process (although, can be killed easily I guess)
The purpose of this map is to put both teams on absolutely equal terms and to "disable" rushing tactics, by placing an obstacle (in form of heavily fortified village) in the middle.
Short info:
West vs East, 8 or 6 players.
Each player starting location is 8 tiles away from a tiberium field, that contains 75,075 to 75,200 tiberium and have 3 tiberium trees in it.
Also each side has 4 blue tiberium trees at river.
Village, located in the center of the map, is the only way to the opposite team. It's pretty heavily fortified, including the minefield and deployed self-healing battlecruiser with quite a lot of health. Also it contains 2 blue and 1 green tiberium tree.
This map is a CS version, but can be played as PvP as well. those players that will play for opposite team should just move into teleports.
Also there's large amount of water, but I did not add Navy into it (and prolly won't at all)
Feedback is appreciated.
(128x128, East vs West CS version, no rush, not suited for FFA)
Computer sometimes won't attack you until you destroy whole village and attack him yourself.
Update 0.9: Rebalanced map economy a little, so the side that loses middle doesn't automatically lose the game.
Also, buffed late-game GDI a bit because this map, de-facto, starts in lategame.
Advanced Guard Tower:
Range increased from 7 to 8, hit points increased by 20%, price increased by 20%.
A-10
20% hp increase.
Combat CarryAll
Replaces (Chinook) for GDI.
Cost:950 (1500)
Passengers: 3 (5)
Speed:9 (16)
Hit Points: 210 (90)
Well, since there was a lack of tournament-like maps, I've decided to make one myself. It's my, de-facto, first map ever in Final Alert, so it's very simple.
Trees around the village are placed to harden the expansion-building process (although, can be killed easily I guess)
The purpose of this map is to put both teams on absolutely equal terms and to "disable" rushing tactics, by placing an obstacle (in form of heavily fortified village) in the middle.
Short info:
West vs East, 8 or 6 players.
Each player starting location is 8 tiles away from a tiberium field, that contains 75,075 to 75,200 tiberium and have 3 tiberium trees in it.
Also each side has 4 blue tiberium trees at river.
Village, located in the center of the map, is the only way to the opposite team. It's pretty heavily fortified, including the minefield and deployed self-healing battlecruiser with quite a lot of health. Also it contains 2 blue and 1 green tiberium tree.
This map is a CS version, but can be played as PvP as well. those players that will play for opposite team should just move into teleports.
Also there's large amount of water, but I did not add Navy into it (and prolly won't at all)
Feedback is appreciated.