Home » Renegade Discussions » Mod Forum » Renegade Alert: Tweek's Mappack
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Renegade Alert: Tweek's Mappack [message #120814] |
Sun, 17 October 2004 19:50 |
CnCsoldier08
Messages: 136 Registered: November 2003
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Credit Goes To....
I would like to thank Neosaber, who helped me when I had trouble in making these maps work right.
I would also like to thank Bigwig992, as he helped a lot on the Apache Strikes in Final Barricade.
Also, I would like to thank all those awesome testers, who helped me find loads of small bugs.
Thanks Guys.
WOL:tweekbee
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Renegade Alert: Tweek's Mappack [message #120816] |
Sun, 17 October 2004 20:02 |
Jorge
Messages: 22 Registered: April 2004
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I agree with some of your points, like the invisible barriers around the water and the snow capped tree's on the temperate maps and the tree backdrops, but here are somethings I either need explaination on or I don't agree with.
Aircraftkiller | Several levels are just nonsensical.
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Explain.
Aircraftkiller | The designs need more of a sense of direction. They lack intelligible landmarks that allow you to figure out where you're headed to.
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Use the compass, thats what its there for. If you start in the Northeast corner of the map, logically, head Southwest and you have a large chance of finding the enemy. RA_Stormy_Valley, RA_Alpine_Lake, RA_Pacific_Threat, RA_Final_Barriacde and RA_Allied_Assualt all have bases in sight of one another, or just nearly out of sight. RA_Ivory_Wastelands is a very large map and is meant to be dark and have limited vision, as well it's reproduced from its RA counterpart. RA_Assualt_Seamist is basically a symetrical map, so if you cannot find the enemy base, you are either blind or dumb.
Quote: | The bases are almost always too large. Red Alert structure placement was within two cells for a reason - if they are spaced too far apart, infantry and vehicles have a really long response time in dealing with threats to the base. I shouldn't have to take a minute to get from one side of the base to the other in every game level.
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Then kill the enemy before he gets there! Most of these maps are very large, and gives you plenty of time to counter the enemy before they even reach the base. The base on Alpine Lake is barely, if not the exact same size, as the one on Shallow Grave in terms of area of its main structures. Its walls cover a large area, as its their purpose, to defend alot of ground. And that whole minute-to-walk-across-base thing is a blatant exaggeration. At the very most, from Refinery to the War Factory on Alpine Lake, which has the largest base area , is 15-20 seconds, and much less if you are in a vehicle. Ivory Wastelands also has a large base, but a heavily defended one, and along with that there is a Construction Yard, and the fact that it is a large map, giving you more than ample time to counter any rush before it gets close to your base, it becomes fairly simple to defend your base from threats.
m1a1_abrams | On one of the maps the Allies have three separate bases, which will be really hard to defend... and giving the Soviets three Tesla Coils in close proximity to each other is just crazy.
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The Soviets lose those Coils by Scripted Longbow strikes. The Coil closest to the Allied Barracks dies after 5, and can be prevented by the destruction of the Allied Barracks/Radar outpost, the Coil closest the War Factory/Service Depot outpost dies after 10 mins, and can be prevented by destruction of the War Factory outpost. The third is destroyed after 15 minutes, and is prevented by the destruction of the Refinery/Silo Outpost.
The Allies have thick defenses for all of their outposts, and because they lack V2's, they can be more difficult than you would realize to kill with Heavy/Mammoths, along with the Pillboxes that make short work of any infantry, makes them hard to break through, which should give you plenty of time to reach them. And .9935 Defenses become smarter, and the Turrets will attack the feet of soldiers (according to AK) so it will take away that weakness the turrets have right now of being literally defenseless agaisnt Infantry.
Naamlos | The terrain ends to fast, you can see the map borders everywhere.
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Rephrase that, the way its worded doesn't stick out to me. Are you saying that the map borders are too close in or too far out? The only map that the map border I say is too far out is Pacific threat, because you can see the edge of the map, but that is the only one. I don't see any reason as to why they would be too far in, so what exactly did you mean on that one?
Naamloos | There is a AP mine inside on of the civ buildings on <forgot map name>
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Thats because there are mines layed through out the map. Both AP and AT. If you notice that is a dirt floor, so it doesn't mean its unnatural for people to plan mines in there as a surprise for their enemy.
What do I like about these maps?
I love the way the Transport brings the Allied reinforcements in. Tweek did a great job with making it appear a Transport brought the units in without it actually doing so.
Final Barricade, the Longbows are a great touch. Kudos to Bigwig992 for that.
Good job on the Naval Map, alot of room, probably bring out a much more enjoyable Naval experience than Shallow Grave (which isn't a bad map, but it isn't a very good one for a Navy).
All the other maps I hope will be balanced and enjoyable with a large server (If Crimson would be nice enough to host a fanmap server with these maps *cough**cough*)
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Renegade Alert: Tweek's Mappack [message #120827] |
Sun, 17 October 2004 21:48 |
CnCsoldier08
Messages: 136 Registered: November 2003
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Here are descriptions of each map...
Allied Assault: Allies have just landed on the beach, you ahve crates and a small comand post, to give you supplies. You're objective is to destroy the entire Soviet Base. You recieve vehicles brought in by transport every 6 minutes or so. As Soviets, you must defend, you win the game after 30 minutes
Final Barricade: Allies have three Outposts, Soviets have three tesla Coils, coincidence? I think not. Every five minutes a scripted longbow strike comes in and destroys one of the Telsa Coils. The only way the soviets can prevent this is by destroying the corresponding Outpost. The Barracks\Radar goes with the coil nearest that outpost. That War Factory\Service Depot goes with the Coil next to the Refinery, and the Refinery Outpost goes with the Middle Coil.
Stormy Valley: Pretty much a just a CnC mode map, with Aircraft, and a scripted storm comes in. There are unteamed AP and AT mines throughtout the map, so watch for those.
Pacific Threat: Naval map with a vast Ocean, No defenses, Soviets recieve cash from a mixed field, Allies from normal ore, but the soviet filed is a greater distance away and at a greater risk of attack.
Assault Seamist: the Soviets have 12 minutes, and all their technology to destroy the allied Radar Dome, which is being used to guide a huge fleet of Destroyers through the heavy storm. If they destroy it in time, they win, If not, they lose. Allies have no War Factory, but have quite a few starting vehicles.
Alpine Lake: Just another CnC mode map, Ore Mienrs gather from Mixed fields, map has Missile Silos.
Ivory Wastelands: Large snow map, full technology, Missile Silos. soviets have two tesla Coils.
WOL:tweekbee
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Renegade Alert: Tweek's Mappack [message #120849] |
Mon, 18 October 2004 03:17 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
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Colonel |
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Quote: |
Naamlos | The terrain ends to fast, you can see the map borders everywhere.
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Rephrase that, the way its worded doesn't stick out to me. Are you saying that the map borders are too close in or too far out? The only map that the map border I say is too far out is Pacific threat, because you can see the edge of the map, but that is the only one. I don't see any reason as to why they would be too far in, so what exactly did you mean on that one?
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With map "border" i mean the edge of the terrain, once you drive/walk again a blocker you can see "bleu hell" from there.
The terrain past the blockers should be larger.
And about those mines, i found only 1 AP mine so i thought this was not ment to be :oops:
Edit: And btw, my name is Naamloos, not Naamlos :rolleyes:
Beter known as "raapnaap".
www.apathbeyond.com
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Renegade Alert: Tweek's Mappack [message #121235] |
Thu, 21 October 2004 01:11 |
idebo
Messages: 390 Registered: October 2004 Location: Netherlands
Karma: 0
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Commander |
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So eeh, what was the secret about the lake in Stormy Valley? You said something about it.
And I like Final Barricade the most, since the Soviets really need teamwork to get rid of the Lonbow strikes (wich I like very much). Altough they should be able to buy V2's. I had a difficult time destroying the Allied defences..
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Renegade Alert: Tweek's Mappack [message #121237] |
Thu, 21 October 2004 01:25 |
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drunkill
Messages: 180 Registered: January 2004 Location: Melbourne, Victoria, Aus...
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Thats the point, it's ment to be hard, so no V2's for them.
and the surprises aree the nutral mines, AT and AP mines...
Promotional Artist for Red Alert: A Path Beyond
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