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Posted (edited)

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.

new3.jpg.ec0f89364b9ebdcf403491010e0d0827.jpg new4.jpg.c571cdd6a81f3828eb831f1a3d29332f.jpg 

 

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.

5.jpg.5cfb46d5eb1a827c0447f01128e44200.jpg new6.jpg.9bfffca6a8de54929f818a8203372696.jpg

 

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

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Edited by DoctorAnubis
  • Like 2
Posted

7d1f7dc345514b42924883747c0539cc.pngsuicide spot

origin:

00e34a23d18f45b48cdb8eaccb185299.png

b278567f5e2c48dd9c0541586404a888.pngLava Bubbles

4f4caaa6cbe64046a8464ce0cc3c5715.pngchar flickering [?]

57f334dde8734358a0cd093c7a8ca94a.pngstuck under hovercraft

6362c5a2f0624fcb8dbcb3fcdbfdd335.png

79bc5977aa394b59b4497e4e9281b945.pngbad collision on WF top (emplacement)

4a60e430b4854784982be0209889b870.png

32115ca0f58d410aa1abd5afa29f4bb8.pngdue to missing collision...

8fe16380724343028ccee873b52ee184.pngI blame Gliven for that :P

0b36a814f9f1414a9e5b47f0235b5e70.pngglitched c4 taking no dmg

5231bcb2934f45f69bf6301e71d24fd0.pnglog spam after destroying CCTV MCT
 

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Wanna know where the lair is? Go and play the map to find out xD

Regards,

Sn4ke

PS: sorry for the late posting... :o

  • 2 months later...
Posted

Hello @DoctorAnubis, today we played this map. 

Few things I noticed:

- It (still) looks really nice!
- I had a strange bug where I watched the ref from above, while I was still inside. If I moved around long enough I could access the PT or open the doors. Never managed to get out... Had to suicide. No clue what caused this and I cannot replicate it. Happened at GDI ref suddenly
- Does the turret regenerate / reappear on purpose?
- Minimap / map is missing (important feature, since map is pretty large)

Hope you can do some more fixes to this map. With the new launcher + ingame download the map can be pushed to clients easier now!

  • 3 months later...
Posted (edited)

Just Updated 4.2

new6.jpg.9bfffca6a8de54929f818a820337269

 

** Paradise Version 4.2 - 12/06/2017 - Change-log **


*Security Office*
- Fixed security office console spam
- Building notifications draw distance increased
- Fixed Nod ventilation shaft alarm trigger
- Added texture for Nod ceiling turrets
- Lowered MCT health
- Added additional camera (PP entrance)

*Volcano and Jungle*
- Added more rocks to lava pools
- Bubbling lava edited
- Added lava emitters
- Lava sound is now a sound spline
- Dimmed tiberium lighting effects
- Fixed cave kill volume bug
- Added more emitters to waterfall
- Jungle heavily optimised

*Bases*
- Added more containers to GDI Base
- GDI end game pedestal code fixed
- Removed collision from trees inside Barracks
- Cosmetic changes to GDI beach
- Added reflection effect to weapons Factory floor
- Added more crates inside of WF
- Additional walls in WF now display as damaged when building is destroyed
- Changes around Nod Air tower beach
- Adjusted positioning of Nod turret to increase its effectiveness
- Added blocking volumes to stop pirates bombarding buildings so much
- Fixed refinery roof exploits
- Added static lights to both bases
- Added actual door to end game pedestal rooms
- Added lights to end game pedestal doors

*Global*
- Added grassy side paths to centre infantry route
- Added additional entrance to base via volcano path on both sides
- Updated minimap
- 1 in 5 chance of "Midnight Paradise"
- Number of active crates changed to 6 from 5
- Sea sound is now a sound spline
- Added tiberium decals
- Fog and global lighting slightly changed
- Cliffs edited
- Spotting volumes adjusted
- Fixed some shadow errors
- Fixed water materials
- Various "stuck spots" fixed
- Various texture changes
- Package size reduction
- Further optimisations

Edited by DoctorAnubis
  • Like 3
  • 11 months later...
Guest once upon the time
Posted

@DoctorAnubis Thank you very much for this great Map. This map is real unique, its a lot of Fun and much more details. 😊

I love this map.

regards

Silent

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