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Re: C&C_Death_Pass [message #227363 is a reply to message #227301] Thu, 19 October 2006 18:06 Go to previous messageGo to previous message
crazfulla is currently offline  crazfulla
Messages: 667
Registered: September 2006
Location: Aotearoa
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razorblade001 wrote on Thu, 19 October 2006 14:38


Ahh, but you see, I fixed up the turrets a bit. I made them fire faster, and made their shells into medium tank shells.

Which makes them more of an opponent.

Then why not modify the GDI defences as well?

razorblade001 wrote on Thu, 19 October 2006 14:38

Also, don't forget, that 3 of the 6 Guard towers are quite visable to an artillery. And wont be shot at from them or the AGT, so they can be taken out easy.

And that gives Nod and advantage...how?

GDI has an obvious advantage on bottleneck maps. Usually if I include and AGT/OB I have atleast 2 different vehicular entries to the base plus inf tunnels. Makes people work as a team to cover more than one access point, rather than just camp in the front like noobs (as on hourglass) and just slug it out. Personally I don't want a slugfest. Nice map for the texturing/lighting though.


"GEoDLeto wrote:"

so what you are saying it is gonna take even longer before this thing is finished
So the topic title should be changed to: a sucky little "teaser" from C&C Reborn has been released

"halo2pac wrote:"

Unless they are girls, I am not going to bone them.
 
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