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Showing results for tags 'jungle'.
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Version 5.0
2977 downloads
Nod and GDI control opposite sides of a tropical island. Each teams buildings are separated by a cliff; Infantry and Auto Defence Structures on the outer beach and Vehicle and Refinery Structures on the inner beach. The separating cliff hosts a short tunnel which has access to additional purchase terminals and a security office. The office contains an alarm system and it powers automated ceiling turrets. The tunnel system is also home the teams power plant; with no external structure exposed, the power plants are only vulnerable to direct infiltration. The most direct route to across the Island leaves players vulnerable to attack from various sniper perches situated within the cliff and tunnel systems. An adjacent volcano provides an alternate route for infantry and vehicles, providing cover and the possibility to flank enemy defences. Away from the beaches and surrounding the volcano is a dense jungle, providing plenty of cover which can be utilised to ambush or sneak past opponents. The jungle is rich in tiberium, team harvesters will drive a short distance into the jungle to gather resources. There are 2 capturable tiberium silos at either end of the jungle, a team which controls both silos simultaneously will unlock tiberium weaponry for use with any character, to be collected from the refinery. On the edge of the volcano, a communications centre sits atop a pool of lava, successfully capturing the site will improve the teams radar capabilities as well activate 2 additional purchase terminals within the main base tunnel systems, greatly aiding with defence. There are 2 download versions avaliable: 5.0 - Latest build 4.0 - Old build (no water blocking volumes, no volcano path) Trailer (Version_2.0) Change-log Archive -
View File CNC-Paradise Nod and GDI control opposite sides of a tropical island. Each teams buildings are separated by a cliff; Infantry and Auto Defence Structures on the outer beach and Vehicle and Refinery Structures on the inner beach. The separating cliff hosts a short tunnel which has access to additional purchase terminals and a security office. The office contains an alarm system and it powers automated ceiling turrets. The tunnel system is also home the teams power plant; with no external structure exposed, the power plants are only vulnerable to direct infiltration. The most direct route to across the Island leaves players vulnerable to attack from various sniper perches situated within the cliff and tunnel systems. An adjacent volcano provides an alternate route for infantry and vehicles, providing cover and the possibility to flank enemy defences. Away from the beaches and surrounding the volcano is a dense jungle, providing plenty of cover which can be utilised to ambush or sneak past opponents. The jungle is rich in tiberium, team harvesters will drive a short distance into the jungle to gather resources. There are 2 capturable tiberium silos at either end of the jungle, a team which controls both silos simultaneously will unlock tiberium weaponry for use with any character, to be collected from the refinery. On the edge of the volcano, a communications centre sits atop a pool of lava, successfully capturing the site will improve the teams radar capabilities as well activate 2 additional purchase terminals within the main base tunnel systems, greatly aiding with defence. There are 2 download versions avaliable: 5.0 - Latest build 4.0 - Old build (no water blocking volumes, no volcano path) Trailer (Version_2.0) Change-log Archive Submitter DoctorAnubis Submitted 11/20/2016 Category Levels
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View File CNC-Caves I decided to make a Deathmatch map since we didn't have that many yet. I've used the same environment package as Tunnels, but the design of the map is completely different, it's inspired by the layout of Meltdown from COD : Black Ops 2. There are weapon, health, armor and ammo pickups. the weapons pickups are: Laser Chaingun Flamethrower Flak Cannon Rocket Launcher (Gunner) Unsilenced Sniper Rifle Note: The location of other players on your minimap isn't scaling correctly yet, I know this. They do appear correctly on the overview map, and your own position is also right. Enjoy! Submitter Henk Submitted 04/26/2017 Category Levels
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Version 1.0.0
598 downloads
I decided to make a Deathmatch map since we didn't have that many yet. I've used the same environment package as Tunnels, but the design of the map is completely different, it's inspired by the layout of Meltdown from COD : Black Ops 2. There are weapon, health, armor and ammo pickups. the weapons pickups are: Laser Chaingun Flamethrower Flak Cannon Rocket Launcher (Gunner) Unsilenced Sniper Rifle Note: The location of other players on your minimap isn't scaling correctly yet, I know this. They do appear correctly on the overview map, and your own position is also right. Enjoy!