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[YR] Spy Hunt (2)
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Chrono Vortex
Medic


Joined: 23 Nov 2015

PostPosted: Wed Aug 17, 2016 1:15 am    Post subject:  [YR] Spy Hunt (2) Reply with quote  Mark this post and the followings unread

This is a fairly simple minigame-style map based entirely off the map in the final Allied campaign. There are a few lighting and ambient sound changes and a good number of INI edits made to accommodate the “game mode” if you will.

The player at position 1 starts with a spy and 4 mirage tanks. His objective is to destroy the Kremlin (with C4, as infiltration caused some problems) without being detected. The mirage tanks can carry one infantry and have had their speed reduced and weapon removed. Don't expect to effectively use them for anything more than scouting or as a hiding place. The mirages are expendable, but losing the spy means losing the game.

The player at position 2 starts with 2 Borises. His objective is to find all enemy spies and kill them before any get to the Kremlin without killing any neutral infantry, as killing 1 neutral unit will cause him to lose.

The hunter and the spy each have paradrops for an extra Boris and spy (respectively), in addition to map-revealing powers.

NOTES & BUGS:
• This map was designed for use on CnCNet. Using it on XWIS may work, but I highly recommend you use CnCNet instead.
• Short game must be on for victory/loss conditions to function. Starting unit count and crates shouldn’t matter, but just to be safe it’s best to turn them off.
• If a neutral infantry unit occupies a cell Boris attempts to enter, Boris will auto attack.
• If a tank attempts to enter a cell that Boris is entering at just the right moment, the tank will explode.

Due of Boris’s trigger happy nature it’s best to try to keep him out of tight spaces and out of the way of neutral infantry and tanks as much as possible.



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Last edited by Chrono Vortex on Fri Sep 15, 2017 12:59 pm; edited 9 times in total

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Wed Aug 17, 2016 10:08 am    Post subject: Reply with quote  Mark this post and the followings unread

can player 2 build walls? if so, then you might wanna disable them, since neither mirages nor spies can actually destroy them.

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Chrono Vortex
Medic


Joined: 23 Nov 2015

PostPosted: Wed Aug 17, 2016 10:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Neither player can build anything. The starting MCVs are in an off-screen corner waiting to get destroyed by triggers.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Thu Aug 18, 2016 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

interesting idea! looking forward to trying this out

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Chrono Vortex
Medic


Joined: 23 Nov 2015

PostPosted: Sun Feb 05, 2017 9:40 am    Post subject: Reply with quote  Mark this post and the followings unread

UPDATE: I finally added support powers! The player starting as the spy gets a spy paradrop and a spy satellite (psychic) reveal, and the player starting as the hunter gets a Boris paradrop and a spy plane. Also, Boris's projectile has been altered to allow him to fire at airborne targets. This is to keep the spy from being able to paradrop right on top of the Kremlin effectively.

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