nariac Posted February 23, 2017 Share Posted February 23, 2017 (edited) Made a small 1v1 multiplayer map where both players start in the east, and the only land routes to attack are through a forest in the west. In addition, both players have access to Airstrikes by capturing the nearby Communications Centre. scm55ea.BIN scm55ea.INI Edited December 20, 2017 by nariac Reattaching. Sadly don't have the picture anymore. Link to comment Share on other sites More sharing options...
Ferret Posted February 23, 2017 Share Posted February 23, 2017 Simplistic, I love it! I'll have to give it a shot, for sure. Always nice to see new map makers in the community. Link to comment Share on other sites More sharing options...
Nyerguds Posted February 23, 2017 Share Posted February 23, 2017 Airstrikes? Scary. Means you can more or less win with a superweapon rush, because, if the airstrike itself doesn't do the job already, an airstrike plus another superweapon is pretty much guaranteed to take out a CY. Not even mentioning the fact the cheap HQ will help you a nice step into that superweapon rush. Link to comment Share on other sites More sharing options...
nariac Posted February 23, 2017 Author Share Posted February 23, 2017 Airstrikes? Scary. Means you can more or less win with a superweapon rush, because, if the airstrike itself doesn't do the job already, an airstrike plus another superweapon is pretty much guaranteed to take out a CY. Not even mentioning the fact the cheap HQ will help you a nice step into that superweapon rush. That's what I was hoping for. The geography makes it easy to turtle, and we don't see enough superweapons in multiplayer - the games are over too fast! Link to comment Share on other sites More sharing options...
X3M Posted February 23, 2017 Share Posted February 23, 2017 That map looks good. I don't think, there will be much turtling. Instead, I suspect too, an airstrike rush with some apaches or orca's will end the game soon. Link to comment Share on other sites More sharing options...
nariac Posted February 23, 2017 Author Share Posted February 23, 2017 That map looks good. I don't think, there will be much turtling. Instead, I suspect too, an airstrike rush with some apaches or orca's will end the game soon. Can rush a SAM site or an AVG before the enemy can properly scout your base for a helicopter attack. Still, I guess the only way to find out is if people try it out. Link to comment Share on other sites More sharing options...
cn2mc Posted February 23, 2017 Share Posted February 23, 2017 The thing is nobody's sure if the airstrike trigger works in MP or if it crashes the game. Have you tested it with actual players? Link to comment Share on other sites More sharing options...
Nyerguds Posted February 23, 2017 Share Posted February 23, 2017 I know it's sensitive to the trigger-side when put on a celltrigger, so it should be possible. Link to comment Share on other sites More sharing options...
AchromicWhite Posted February 23, 2017 Share Posted February 23, 2017 Neat. Reminds me somewhat of Cn2's fjord. Not sure about the super weapons. I think that flyers + the airstrike would take down a con yard, too... pretty much regardless of how much AA there is. I like the layout a lot, though. The broken bridge is a piece of art. Nice placement on that! I like how the trees are really part of the terrain, too. Nice work. Link to comment Share on other sites More sharing options...
nariac Posted February 23, 2017 Author Share Posted February 23, 2017 The thing is nobody's sure if the airstrike trigger works in MP or if it crashes the game. Have you tested it with actual players? I've only tested it with myself in "sandbox" multiplayer (Capture the Flag, AI, Units = 0, so they have an MHQ) and capping the Comm Centre gave me an Airstrike just fine. The triggers were: Player Enters, Airstrike, Any, None for both of the Comm Centres (differently named triggers of course) I thought I was being super clever with Any, but it turns out having Player Enters - None, had the same effect so I changed it to None. Not sure about the super weapons. I think that flyers + the airstrike would take down a con yard, too... pretty much regardless of how much AA there is. The Airstrike is just one plane, and they can be shot down pretty easily, but yes it does take a conyard into the red by itself. However there may not be enough tiberium for a player to try to rush helicopters or a second superweapon, and if they do, that's money not going into units so they could get rushed down on the ground! It's all in the tactics! Link to comment Share on other sites More sharing options...
Nyerguds Posted February 23, 2017 Share Posted February 23, 2017 Airstrikes are deceptive in C&C1, though; the planes often don't spread out properly, making up to three or even four planes fly exactly the same route and thus making them look like a single plane. I'm not entirely sure what would determine the amount of planes in multiplayer, but knowing Westwood, it could be something as dumb as the perceived "mission number" as derived off the map number. They actually did stuff like that Link to comment Share on other sites More sharing options...
AchromicWhite Posted February 24, 2017 Share Posted February 24, 2017 The ones with crates almost seem random. I'm not sure, would need testing. Link to comment Share on other sites More sharing options...
X3M Posted February 24, 2017 Share Posted February 24, 2017 CY in red + 1 apache = dead And you can have 4 before the opponent has a factory/airfield. Players often have, when anticipating air, only like 6 to 8 rocket soldiers ready at that point? If you want to keep the communications centra in this map. Perhaps you can do something about them being taken over. Can you place walls around them? Prefarably concrete? Then players need to bash through first, before an engineer can get in. Link to comment Share on other sites More sharing options...
nariac Posted February 24, 2017 Author Share Posted February 24, 2017 CY in red + 1 apache = dead And you can have 4 before the opponent has a factory/airfield. Players often have, when anticipating air, only like 6 to 8 rocket soldiers ready at that point? If you want to keep the communications centra in this map. Perhaps you can do something about them being taken over. Can you place walls around them? Prefarably concrete? Then players need to bash through first, before an engineer can get in. It's funny because I was actually thinking exactly that. Another option would be to extend the cliffs on the right hand side of the map, and put the comm. centres up there, meaning if you want them, you have to fly an engi up there with a chinook. Downside is players might not realise you gain anything from that, and not do it, because they'd have built their own comm. centre by that stage. EDIT: Okay I changed it, probably made it worse, but hey! Comm Centres now behind double layer of concrete, and there's three neutral SAM sites in the middle which will delay an early helicopter rush, but they're not hard to destroy. Link to comment Share on other sites More sharing options...
Messiah Posted February 24, 2017 Share Posted February 24, 2017 Do you need to hold the comm-centers during game or is the airstrike still available if they are destroyed? In second case, you may put the comm-centers to the top-left/down-left corners so they are harder to defend. Link to comment Share on other sites More sharing options...
nariac Posted February 24, 2017 Author Share Posted February 24, 2017 Do you need to hold the comm-centers during game or is the airstrike still available if they are destroyed? In second case, you may put the comm-centers to the top-left/down-left corners so they are harder to defend. They can be destroyed after you capture them and you don't lose the airstrike. Link to comment Share on other sites More sharing options...
Nyerguds Posted February 27, 2017 Share Posted February 27, 2017 There's literally no way to take away the airstrike superweapon from a player. The triggers to do that simply don't exist in the game. No idea what the result would be when picking up an airstrike crate when you got perma-airstrike, though... Link to comment Share on other sites More sharing options...
nariac Posted February 27, 2017 Author Share Posted February 27, 2017 No idea what the result would be when picking up an airstrike crate when you got perma-airstrike, though... Might just reset the remaining cooldown and reactivate its use for the player who picks up the crate I guess. Link to comment Share on other sites More sharing options...
Nyerguds Posted February 27, 2017 Share Posted February 27, 2017 oh, probably. I'm just wondering if it'd remove the airstrike after the shot or not. If it was never meant to be possible in the game, chances are it could go wrong, is all I'm saying Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now