Totem Arts Staff Handepsilon Posted March 24, 2016 Author Totem Arts Staff Share Posted March 24, 2016 So I won't be posting any SS for now, but I've edited the small version map again - Added 2 more infantry entrances on Nod base, totalling the entrance to 6 (including Hovercraft path) - One is the hill where Obelisk used to be - Another one is the beach passing a destroyed GDI Weapons Factory and a buried GDI Barracks - Added more defense turrets to guard infantry and vehicle path. - Added 3 on the hill infantry path - Added 1 on top of Airstrip - Added sniper deck on the back side - Removes one Guard Tower - Changes Light Tank spawner to Buggy (original), APC spawner to Recon Bike (TS) - Reworks some rocks to make it less climbable, decreasing chance for vehicles to glitch above the rocks - Beautify the landscape - Added Tank Blocker static mesh to differentiate vehicle-passable paths and otherwise The rather shorter version is that it makes Nod more defensive, yet able to rush faster and earlier. It becomes race against time for them. The longer they spend time to attack, the more chance GDI can build up enough forces to swarm the base from all direction. While GDI needs to chip through the defenses and damage base via infantry, while building up tank forces to push through and repel assaults. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted March 24, 2016 Share Posted March 24, 2016 I couldn't find anything that caused troubles for coastalsmall anymore, maybe it was something in the past in the native game that caused troubles, who knows.. anyways, we can always try again Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted April 4, 2016 Author Totem Arts Staff Share Posted April 4, 2016 Nice to hear Ruud (congrats for your ascension too btw) Anyway, here's last update on the small version, which will be more prioritized over the original one - Added Pathnodes on new path (AI path will likely be faulty due to slopes and small spaces) - Added more vertical rocks to prevent rock climbings that allows glitchy beacon placement (Nod Refinery and Power Plant were susceptible) - Closes the hole in the cavern's pool - Added more foliages, now with bushes - Reworks endgame cinematic camera due to map tweaks Map will be uploaded tomorrow, along with the lists of things that needs to be checked Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted April 5, 2016 Author Totem Arts Staff Share Posted April 5, 2016 DOWNLOAD LINK [small Version] : https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Things prioritized to check : - Game-breaking Rock climbings - Balance between Nod's overdefended rush-ready base and GDI's less entrance smaller base with water GDI-only route - Mine amount - Possible holes in terrain - Graphic lags - Old SDK compatibility with current version - Config ini file Will need help on Lightmass building, currently using old-school Unreal Engine 3 lighting build Quote Link to comment Share on other sites More sharing options...
CoreDefender Posted June 17, 2017 Share Posted June 17, 2017 I hope this map can get an update at some point, there is a lot of great potential on both versions. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted June 17, 2017 Totem Arts Staff Share Posted June 17, 2017 @Handepsilon Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted June 18, 2017 Totem Arts Staff Share Posted June 18, 2017 A year since an update... Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted June 18, 2017 Share Posted June 18, 2017 @TK0104 / @Madkill40 from what I know @Handepsilon still got no decent internet connection (at the moment) to either download the latest SDK or publish new map versions Quote Link to comment Share on other sites More sharing options...
Harvester Posted February 9, 2020 Share Posted February 9, 2020 THIS MAP IS UNBALANCED, turrents kill gdi harvester automaticly every time it tries to harvest. nod can swim from around map to behind gdi base: Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted February 21, 2020 Totem Arts Staff Share Posted February 21, 2020 On 2/9/2020 at 8:05 PM, Harvester said: THIS MAP IS UNBALANCED, turrents kill gdi harvester automaticly every time it tries to harvest. nod can swim from around map to behind gdi base: Don't take this map too seriously It is an old map from 2015 where Hande wasn't that good with mapping and wasn't really suppose to be C&C Mode rather more assault mode but we didn't had all of that stuff yet back then Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted February 21, 2020 Totem Arts Staff Share Posted February 21, 2020 @Handepsilon Update it for Survival mode =D 2 Quote Link to comment Share on other sites More sharing options...
Harvester Posted February 22, 2020 Share Posted February 22, 2020 survival on nod side. would be literally towerdefense Quote Link to comment Share on other sites More sharing options...
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