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Posts
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Everything posted by Lovehandles
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get fucked, buddy
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Ok, have you ever played KOTG? Why strictly standard maps when customs are the most played? (afaik most standards are badly unbalanced on both games) Would you agree that it highly depends on the map whenever tank spam or bike/buggy spam is unbeatable? Not really a question of an opinion. Tanks were countered, that is all. Would this suit your taste? No infinite ore, no tanks required, a large map where using allies is a good option. https://www.youtube.com/watch?v=y9autkogjec Also fun fact: The shirtless guy beats a tanker with a tanya 'mirin https://www.youtube.com/watch?v=hJKxSQSBfa8 Map layout/design has an effect on their efficiency for sure, but Bikes and Buggies will always have relatively defined counters regardless of which map you're playing on, whereas tanks reign supreme quite clearly in RA. Tesla Coils are really your best bet, but their cost-efficiency is pretty questionable in the vanilla game. It just doesn't seem to me like they'd make for a worthwhile investment on any map that requires map control.
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Bikes and Buggies have realistic ways of being dealt with, but I sincerely doubt the same can be said for Red Alert's tanks. Edit: Even The Aftermath expansion makes for a shitty band-aid solution at best, since Tesla Coils are all that've been buffed enough to possibly be capable of dealing with tanks cost-efficiently -- Allies remain broken in that sense.
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Playing for rank/points is sort of inherently competitive, no? Regardless, I can sympathise with the players that aren't interested in having maps that require no map control/expanding as part of the ladder pool, as they're ultimately not fit for competitive play. They're kind of broken design-wise, and they, as far as I can tell, increase the defender's advantage unnecessarily. Are there any infinite tib maps wherein the tiberium is properly spread out in small amounts?
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Is "mod maps" something that's more or less only used for referring to infinite tiberium maps, or does the game allow for maps that actually change the gameplay in a substantial way, i.e. unit stats and such?
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The purpose of this thread is to collect and organise primarily multiplayer game guides and tutorials for each respective official game, that is currently supported by CnCNet v5. This is most likely subject to change, as I'm willing to add content for all of the games and mods that are supported by both CnCNet v4 and CnCNet v5. Besides that, I'll try to to keep this thread updated, mostly in regards to adding newly found or made guides/tutorials. In case you find or know of any guides, that in your humble opinion would be fitting for this thread, please shoot me a private message about it -- or simply link to it here in the thread instead! Command & Conquer/Tiberian Dawn A collection of strategies, build orders, tactics and tips; take a look at Green Acres Expansion, Strafing, Mixed Unit Strike, GDI Stands Nod, Golden Eagle and Dead Bang! for starters Unit and structure guide; more accurate unit, structure and weapon stats can be found here Red Alert RA According to Milo234 Tiberian Sun General-purpose game guide Forest Fires guide Dune 2000 Build orders thread
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This map, as well as Chubfish's maps are already part of CnCNet v5's map pool. I think Brinestein's "Unyielding" is the only one that might be lost forever, unless he were to actually return.
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There's a glossary under the "MAP KNOWLEDGE" section, although it fails to mention that A = Advanced Power Plant, and D = Service Depot.
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Disregard my last post; I'm dumb. :-)
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Yeah, who cares about convenience?
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No problem, Mister! Edit: Does this forum not have auto-merging of posts?
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Yeah, Matt was actually being on topic; he was helping me convert my maps to OpenRA.
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I just use RAED (most likely called "scenarioeditor.exe" in your Red Alert folder).
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Any chance it would be possible to add a rules.ini tag of sorts that determines how long it takes to build a certain structure or unit, instead of using the build cost to determine build time? Edit: Oh yeah, and a rules.ini tag that basically removes all the build speed limits.
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Is there any chance it's a custom icon? I know the Flak Truck in OpenRA uses it.
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After I managed to put together a handful of maps, I figured it was about time I made a proper thread for them and whatever future maps I might come up with. Criticism and any other form of feedback is very much appreciated and encouraged; don't hesitate to rip me a new one, if you deem it necessary! CURRENT MAPS All the black/neutral structures on the maps can be captured with a single engineer. X Marks the Spot (4P) Archipelago (4P) Team Fortress (8P) Claustrophobia (2P) Claustrophobia 2v2 (4P) CHANGELOG/UPDATES February 14th 2014 symmetry fixes for archipelago, agaaaain lovemaps.zip
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Hi, sweety! Bookmarks don't work, ctrl + f3 opens the resign menu, ctrl + f5 toggles repair mode and control + f10 toggles sell mode. Your old .exe with custom hotkeys didn't have the same issues, but if you enabled caps lock and pressed any of the four bookmark keys, you would bind a new bookmark to the corresponding hotkey.
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I'll probably play some TD, if I'm around at the time of the stream. :-) The CnCNet 5 lobby is already fairly populated though, so finding enough players shouldn't be too difficult.
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http://xhp.xwis.net/isu_data.html Not sure how correct all the data is, though. Nyerguds would mostly likely be able to tell for us. You can find the tech trees in the game's manual, page 42 and 50 for GDI and page 60 and 68 for Nod: http://nyerguds.arsaneus-design.com/manuals/Command%20&%20Conquer/Command%20&%20Conquer%20Gold%20-%20English.pdf
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RA Multiplayer Mod - "Tiberian Alert" - by Ferret
Lovehandles replied to Ferret's topic in RA Multiplayer Maps
GET HYPED -
Im on it! Is there an editor simlar to EDWIN for cnc1? I love cnc1 even more than I love RA1 im very very surprised not many people play. I wonder what it is I bet its something simple that could easily be fixed like having maps that allowed for big bases and lots of money like in red alert, rather than little early scouting/rush games. Yep, I would suggest using XCC Editor: http://cnc95.tk/xcc-editor.zip But yeah, not a whole lot of people play C&C. Those that do actually play use the current CnCNet 5 client.
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Yep, Red Alert 2 and Yuri's Revenge have that mechanic too. I believe Tiberian Sun is the only Command & Conquer game that doesn't have it by default, but it can be modded in.
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Have you considered playing on XWIS? that's where the majority of the TS players are. This page should explain how to play there: http://xwis.net/forums/index.php/topic/171448-read-me-first/
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Where did you download Tiberian Dawn from?