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Idea for a map
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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eagleheart666
Medic


Joined: 29 Jun 2013
Location: Canada

PostPosted: Fri Aug 14, 2015 1:22 pm    Post subject:  Idea for a map Reply with quote  Mark this post and the followings unread

hello all, i had an idea for a new map, but i have a question about lore. how badly hit is California? because i wanna do something involving a fault line (if theres ideas for a better area\fault line, i'd like to hear them)

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Vulture
AA Infantry


Joined: 08 Jan 2011

PostPosted: Tue Aug 18, 2015 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Talking about map ideas, I would like a few maps that have significant fund restraints, like a single Riparius plant on a small Tiberium field for every player and maybe one other in the middle of the (rather big) map.

With that little funds battles will be smaller and more manageable but tactics would be much more important.

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ErastusMercy
Energy Commando


Joined: 13 Nov 2007
Location: United Kingdom

PostPosted: Wed Aug 19, 2015 11:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Given its warm climate, there is a high likelihood that California would be heavily infested, especially around the coast.

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Last edited by ErastusMercy on Wed Aug 19, 2015 11:25 am; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 19, 2015 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Vulture wrote:
Talking about map ideas, I would like a few maps that have significant fund restraints, like a single Riparius plant on a small Tiberium field for every player and maybe one other in the middle of the (rather big) map.

With that little funds battles will be smaller and more manageable but tactics would be much more important.

I would go even further and like to see a map with no fixed resource locations at all.
A map with a few tiberium fields at the start but all without any blossom tree or main crystal.
Then via trigger, new fields appear on completely different places around the map using invisible tiberium spreader which are turned on/off via the trigger.
Meteors and other tiberium spawning effects could be added as well.

This way players are forced to constantly find new tib fields and relocate their harvesting outposts.
This should give fights a lot more dynamic, when you can't wall yourself in and have to move around.

On such a map, tiberium could be also made a lot more valuable, with one loaded harvester giving you 2500 to 7500 credits, depending on the harvested tib type.
It could be interesting if then the harvester are driving long routes (due to the far away, valuable, but sparse tiberium fields) and the players are finally forced to send escorts with their harvs.
A destroyed harv could then mean the end to a player, so they might also get a bit more armor on this map.

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Vulture
AA Infantry


Joined: 08 Jan 2011

PostPosted: Fri Aug 21, 2015 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also a possibility.

Or a map with no resources at all, only tactical vantage points for battles. You might want to work with reinforcement triggers for something like that, though.

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