Messiah Posted December 25, 2015 Share Posted December 25, 2015 3-player map, usually asymmetric and very detailed. Nevertheless it should be balanced, so every player has same amount of tiberium and space to build. A RA version can be found here. Current version: 1.1 scm48ea.INI scm48ea.BIN Link to comment Share on other sites More sharing options...
MattAttack Posted December 25, 2015 Share Posted December 25, 2015 Looks cool, but those visceroids are gonna attack the Northernmost player right away.... Link to comment Share on other sites More sharing options...
AchromicWhite Posted December 25, 2015 Share Posted December 25, 2015 Yeah, this looks pretty awesome. A lot of chokes, BUT so many of them that you can't guard them all. And not enough resources to really justify a turtle style play... very interesting. I'd say get rid of the viceriods, though, yeah. They will just all go strait after the northern most thing (which WILL be someone's construction yard). Link to comment Share on other sites More sharing options...
Messiah Posted December 25, 2015 Author Share Posted December 25, 2015 the visceroids are not put in hunt, they should stay there and guard the central tiberium field and tech center. Link to comment Share on other sites More sharing options...
Lovehandles Posted December 26, 2015 Share Posted December 26, 2015 just tested the map, they went straight for me regardless 1 Link to comment Share on other sites More sharing options...
Jacko Posted December 26, 2015 Share Posted December 26, 2015 IIRC any non-human controlled units automatically go to hunt upon game start, regardless of what you told them to do. Link to comment Share on other sites More sharing options...
Messiah Posted December 26, 2015 Author Share Posted December 26, 2015 Update: Visceroids are replaced with guard towers now. Didn't knew, thats different from RA. Is there a way in TD to place rogue units guarding a spot, except imprisonning them in walls? Link to comment Share on other sites More sharing options...
MattAttack Posted December 26, 2015 Share Posted December 26, 2015 Alas, no. even imprisoning them in walls doesn't really even help. As soon as you unleash them they'll go for the Northernmost player. Possibly reinforcing by Chinook, although its still a 99% chance they'll still act the same. And not to split hairs, but I believe their command is more "attack units/base" than hunt. Tis a subtle difference. Link to comment Share on other sites More sharing options...
AchromicWhite Posted December 26, 2015 Share Posted December 26, 2015 It's quite a well known thing that any units placed in multiplayer will automatically go "hunt". Sorry Personally, if I don't want people to get into an area too quickly, I'll use walls to simply block it. That basically means you have to blow up a load of guard towers in order to get the centre tib... the next person can harvest from it for free. IDK if that's how you want it, but just saying. Link to comment Share on other sites More sharing options...
Messiah Posted December 27, 2015 Author Share Posted December 27, 2015 It's quite a well known thing that any units placed in multiplayer will automatically go "hunt". Sorry that's bad. so it is nearly impossible too to make coop-maps where two players has to solve a mission against a computer controlled enemy, like some RA maps. That basically means you have to blow up a load of guard towers in order to get the centre tib... the next person can harvest from it for free. IDK if that's how you want it, but just saying. no, there are only three guard towers placed at the entrances of the tib field, so every player has only to destroy one guard tower between his base and the field. not pretty a challenge, but it keeps you busy for a short moment... Link to comment Share on other sites More sharing options...
AchromicWhite Posted December 27, 2015 Share Posted December 27, 2015 Oh right, so the towers are not in the field... that's a bit better, at least. Less likely to have the harv literally harvest to it's death haha Link to comment Share on other sites More sharing options...
MattAttack Posted December 27, 2015 Share Posted December 27, 2015 that's bad. so it is nearly impossible too to make coop-maps where two players has to solve a mission against a computer controlled enemy, like some RA maps. The AI can't do anything complicated. I made a Co-op map where the computer endlessly sends waves of units towards the players-- the only problem with that, is that there was no way to "win" other than to un-ally and kill each other eventually. I'm still investigating the possibilities of co-op maps, but complex orders are an impossibility. Link to comment Share on other sites More sharing options...
AchromicWhite Posted December 27, 2015 Share Posted December 27, 2015 Oh, is that one one where they push up from the south? I played that with someone, and by the end we had walls of obelisks set up along the bottom. Watching them all fire "at once" was really funny. As it turns out, the game kinda stops and then the line is drawn for each individual one, then damage is calculated and the game resumes xD Link to comment Share on other sites More sharing options...
Messiah Posted December 28, 2015 Author Share Posted December 28, 2015 The AI can't do anything complicated. I made a Co-op map where the computer endlessly sends waves of units towards the players-- the only problem with that, is that there was no way to "win" other than to un-ally and kill each other eventually. I'm still investigating the possibilities of co-op maps, but complex orders are an impossibility. so win triggers linked to multi1-6 won't work in mp? If it is possible, the only thing probably would be: how to fire the win triggers for both houses at the same time. maybe doing it like this: If you have a side, which only owns one building/unit, you can two triggers at the same time: winner is... linked to the building whens it's destroyed and a win trigger to the side, when it is annihilated. no Idea if this would work or crash the game or whatelse . . . Link to comment Share on other sites More sharing options...
MattAttack Posted December 28, 2015 Share Posted December 28, 2015 It's been a while since I messed with it, but my co-op map is SCM233ea of this pack if you wanted to check it out. I (for some long forgotten reason) use "badguy" as the enemy. I have recently figured out a way to end the waves (I think) but have yet to find a successful WIN trigger. Just make sure any testing you do is on a live network game and not a "skirmish." That's how me and GiftS found out that you couldn't script Airstrikes for players without crashes. As for all of your questions, I'm sorry but my memory is pretty foggy but I'm sure the answer is mostly no, lol. Please test all of your ideas and let us know, I'd love to get working co-op for TD. oh yeah, also look at this topic: http://cnc-comm.com/community/index.php?topic=4056.0 it might be helpful I, alas, don't have much time for messing with it these days.. so good luck!! Link to comment Share on other sites More sharing options...
cn2mc Posted December 28, 2015 Share Posted December 28, 2015 Maybe the winner could be the guy who kills a thousand units first or something? IDK if that'll work, but kill count seems like a reasonable tie-breaker. Link to comment Share on other sites More sharing options...
chem Posted October 27, 2018 Share Posted October 27, 2018 its a great map well made sir, it is almost highly symmetrical with regards to the point you made in the other thread, and thankyou we need more 3 player maps , there are a few really good ones but 3 player has the least amount of maps catered for it compared to hundreds for every other number of players Link to comment Share on other sites More sharing options...
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