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[YR] Overgrowth (2)
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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Fri Jan 30, 2015 10:04 pm    Post subject:  [YR] Overgrowth (2) Reply with quote  Mark this post and the followings unread

Some of you might recognize this map.
Using OmegaBolt's terrain for the preview (the map was pretty much made with it in mind, but it will also work with regular terrain).

Click the image for full view.


And for those that think it's too big for 1v1, there's also a slightly modified version for 2v2.



overgrowth.zip
 Description:
1v1 and 2v2 version of the map

Download
 Filename:  overgrowth.zip
 Filesize:  447.37 KB
 Downloaded:  203 Time(s)


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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Jan 30, 2015 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Damn, that looks awesome.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Jan 31, 2015 12:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Imho the starting positions look odd with the sand being surrounded with a concrete ring. Besides that, I like what I see Smile

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Jan 31, 2015 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Me likey, is it ok if I edit it for use in D-day?

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Sat Jan 31, 2015 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

if only forest fire work in ra2.... it will be lolz

great map!

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Jan 31, 2015 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Sat Jan 31, 2015 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Imho the starting positions look odd with the sand being surrounded with a concrete ring.

This is intentional, those areas are meant to stand out from the rest of the map. People can modify it if they don't like it.

Mig Eater wrote:
Me likey, is it ok if I edit it for use in D-day?

If i wouldn't want people to modify it, i wouldn't make it public in the first place. #Tongue
Especially that mods can have different tech structures and different gameplay. It's up for everyone to decide how this maps fits in their mod.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon May 04, 2015 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Great little map for team alliance.

Hopefully mevitar you release more gems in the future.

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