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Everything posted by AchromicWhite
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Why is there no ladder for CNC TD like there was in the WW chat days
AchromicWhite replied to BluySY's topic in CnCNet Ladder
Even if you say that people can choose to NOT play against someone on a map... you can HIDE things on a map. So you could make a duplicate map with extra structures to capture and walls and what not. So, no. It doesn't really solve it. Nor does 2 people agreeing to play on a map make the map fair; it just means that at least one person might not know that a map is bias. (that makes a ladder even more unfair on new players). -
The max map size is 62x62 cells. How the map is laid out can give it more space, by creating longer pathways around the map and large maps can feel smaller by creating direct paths to spawning points. -- Depends on what you mean by "good". I somewhat pride myself on making decent duelling maps. I've released all of them in the multiplayer maps section... Favs include -Iron Valley -Quarry -Frosted Hostilities Cn2mc has also made some nice 1v1 maps that I very much appreciate, and there's some other floating around... Ferret has a few that I like, as well. Favs include -Fjiord -Twin Peaks Manu's "circle of death" deserves it's own shout out, for being a really solid 2v2 map. And I know Chem keeps making 5-6 player resource heavy maps. I don't play them much myself, so I'll abstain from saying which one is better than another.
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The political aspect of 3 way matches (ganging up, sniping one person... whatever) seems to not be possible to stop, as it's political in it's nature, as I say. People will do as they please. I lost to two guys on this map, that I felt were both worse than me (that is, I'd wager I could have beaten either in 1v1 with relative ease), but lost, because I expanded very fast into the middle and this came across as aggressive. But, see, that's also somewhat my own fault, because of the signal I made by the way that I played. So perhaps it's just that in 3 way matches, you have to think that step deeper etc.
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Why is there no ladder for CNC TD like there was in the WW chat days
AchromicWhite replied to BluySY's topic in CnCNet Ladder
I think it's hurt the game TBH, but I could be wrong... Part of the issue now is that we've added LOADS of maps into the map pool, and it's arguable which ones are competitive. At least in the old WWchat days there was a short list, and any player with worth knew the maps... AND they could choose or see the slected map and not play on anything that was considered badly imbalanced. Even the RA1's "pro" community has decided what maps are their top tier stuff, but it's worth noting that their top maps are literally mods (edited harvesters, AND ore). So those are more like StarCraft's "fastest money possible" and "Big Game Hunters", which are popular, but interestingly are laughed at by the serious competitive community of StarCraft. I've talked about at least building some sort of system to file maps so that we could have something, but it always seems to devolve into bad blood (simply because people want things to be their way). And I get that. -
That one I don't know, sorry. I don't think it can do naval base at all, there might be a way to get it to make the silo, though.
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Original Game folders/files (C&C95 + Red Alert)
AchromicWhite replied to Myg's topic in The Tech Center
Unhacked game? Neat... It's becoming rarer to find, haha. We should make sure that there's a download section that has this stuff archived. Even just for historical purposes. -
Yeah, that's what I mean... the range on the weapon on the arcing projectile IF it can fly far, AND does, then it overshoots. I guess it's a bug that sometimes does it in certain directions. A full 20 seconds? Wow... I'd have thought it'd be moving at a speed the same as the tank shot, which might then look a lot slower, because of the distance it has to travel. But then, there might also be a bug with the way that the tank shell works at long range. RA is strange to mod, haha.
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So the over shooting is mostly just due to the range of the weapon... the one thing you could try is using the projectile that the tanks use, instead of the artillery. So, it'll fire in a strait line, rather than arcing, but I think that that would fix it. Yeah, pretty sure the overshooting is based on that arcing projectile type. Worth a try, anyway.
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Oh... I've have to remake the map from scratch to make that a possibility. Further more, either the side paths would have to be restricted, or else squash the middle areas of the map, which have already been designed to be responsibly choked. To get an understanding of the original concept, maybe this will help: (Note how all the terrain is contained within a circle... and also how the western player is hard up against the edge of the actual map)
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Not sure where you mean, sorry.
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It's actually way simpler than it looks. I think it just appears very busy because of the extra tiles I've added on... and the amount of Tiberium. I'd say that Quarry is more complected. But yes, we should play.
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Gaming History: Command and Conquer “Perfecting the RTS”
AchromicWhite replied to free999enigma's topic in C&C 1
Cool video... he seemed to think you couldn't just download the game, though. haha I hadn't heard that any copyright stuff had been changed; that they'd "changed their mind" on free release of the game. I certainly tell people to download it.- 1 reply
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Updated the map. Hopefully it plays out a little nicer, now.
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Honestly, after playing it some, I think there needs to be some extra walls. Even though second ring looks like a big circle, it plays more like a path STRAIT to the enemy base. It's not so much the rush distance, but how quickly you can base crawl and then it turns into a defences war. I might try to play some more games on it, and also try to get some BETTER players to go up against, but I might cut that ring up a bit, so that when you go to another players base, you either have to go through the middle or right around where the large tib patches near the edges are. And yeah, I think there COULD be too much tib. It's hard to say, though, as there is 3 players worth. I get you on the harv micro, too. Just splitting those fields could help a lot. It's not too bad either way , though.
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Welcome to the Trichotomy. This idea for a map is one I've had in my head for a long time. And there's been several attempts to get it into map form. Difficult, as making it even when it's all divided into thirds with the curves being the way that they are and the tiles for C&C being so chunky in little sets of 4 cells... but here it is; perhaps not as perfect as I'd have liked it, but I'm happy with it. I also went to town on the roads and extra features to make it look really pretty. It may also function as a great way to have a third person watch a 1v1 as I don't see it being uneven in a 1v1 match.Might even try casting some matches on it, which is something I've wanted to get into doing for this community. I haven't played it yet, so it might yet just have too much Tiberium or be too turtley, but I have high hopes that there's enough angles to attack from that it should be fine. Enjoy. (Download at the bottom) -Achromic White [EDIT] 4/11/17 Due to issues of base crawl aggression (I don't actually mind the rush distances from units), one of the pathways (for each player, so 3 paths) has been closed off. This should hopefully get a little more intensive to be in the middle of the map, also. A little Tiberium was also taken out, so that harvesters should harvest more efficiently. Hope everyone likes the changes. (Wht)Trichotomy.ini (Wht)Trichotomy.bin
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I've been looking to make a good 3 player map for a while... May or may not ever happen, though. It's trickier than it looks; like, to do it REALLY well.
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Wait, isn't this Nemo?
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A rush style map. Small , close start positions. A defending player can try to hold the passages with units, forcing their opponent to go around, buying them a few extra seconds. There's some area to help protect a few key structures where you start. There's also a backdoor "tube" into both bases. Which you could either use to attack through, or escape through after a hit and run attack. Not tested yet, so I'm interested to know how it'll play out. Download: (Wht)RushDownRampage.bin (Wht)RushDownRampage.ini
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You can change the game speed in the options menu by hitting "esc" It sounds like it'll help more than it actually does, though. Your opponent gets just as much advantage, it just takes longer to see the outcome. My advice is to just play the game on a quick speed; but try to focus more on building a base and units, than attacking stuff.
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I guess you could consider that an advantage. But it depends on where the battles happen. I've found the map to be pretty fair over my time playing on it. I usually try to stick with EvW, yeah. I think NvS is probably more unfair for the range issue.
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True, but the entrances to the bases, where you'd actually take a fight in that regard, have attack paths both above and below. So the attacker can choose where to attack from anyway. And as the game plays out, you're most likely to fight on the outer ring. E vs W.
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Which map are you talking about?
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lol... I only just saw this. Hope the mod's going well matey.
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The issue with buffing the hummer, and maybe light tank, is that it starts to kill flavour of the 2 teams. If the humvee comes to the same cost effectiveness, or more, than the buggy, then GDI owns the speed game, and buggies become obsolete in non-mirror matches.