me they WILL attack you with what ever they have, and don’t bother with stealth because as soon as you approach the base perimeter they will know you are there because of sensor arrays, knock them out and you’ll be one step ahead. The other 4 airfields are available for capture on game start, there’s and advantage and disadvantage for capture, advantage is that there are 2 GDI airfields and 2 NOD Airfields. Each base has 2 nearby tiberium fields so don’t bother searching for more.
way to get the desired shore affect (this map has been designed with the \"Tiberiun Sun Total War\" mod and MAY have some problems running in standerd TS and/or other mods, i will relese an updated version soon)
strange flat on my TS map editor compared to the atlas. Ireland is a bit larger that it is supposed to be all because of, 1. It won’t get crammed on high tech levels, 2. It can be occupied by numerous players (3 as I’ve set it up) and I know it’s not true (or is it?) there are no bridges linking Ireland with the UK and only a sub-terrain tunnel linking the UK with the rest of Europe so I’ve put in bridges. If you plan to invade Europe, be very prepared with forces, because you’ll have a hard time clearing out the occupying forces there, when you’re done you will have a small part of France, Belgium and the vein infected Netherlands.[/quote]
a very... ahem... red terrain.
towards the left side player.
game as you have weeds growing throughout your entire base. My suggestion is to kill the weed eye at the start of the game to make it easier late, unless your Nod of course. There is also another problem that I must address about this map. A lot of tiberium was placed just out side the playable map area; the player can see it, just not harvest it making it another frustration during late game tactics. Since the map is small, you will also have your harvesters going into the enemy base to get some Tiberium. There is some creative building positions as well, along with roads to make the city appear more real.
map in a diamond formation (Exactly Top, Exactly Bottom, Exactly Right and Exactly Left), and in the middle is a small city where a set ammount of civilians, vehicles and other suprises await for your arrival. There is also a EMP Pulse cannon in the middle of the city which, if you capture and manage to hold long enough, will be able to shut almost the whole map (including your area) down of it\'s energy; leaving everyone helpless. There\'s 4 roads which cut straight down the middle from Top-Left, to Bottom-Right, and Bottom-Left to Top-Right. Amongst these roads are the occasional Light Infanty which won\'t hold back from attacking your Harvesters, which i almost forgot, harvest right near the roads! ***Right in the VERY middle of the map, very close to the EMP Cannon, is a beloved Mammoth Tank. You have 2 options: 1) If you are NOD, you could build your base up and try and cpture the tank with a Hijacker OR 2) Simply destroy it so others cannot use it\'s effectiveness. To sum up: Small area, 4 Bases, Limited Tiberium, Random clumps of Infantry, Mammoth in middle aswell as EMP Cannon. Note: This is my FIRST MAP and my first time as a member on this site. So please if there\'s anything else you want to know or anything i should add, please tell me. Thanks :)
whoever controls the center has good chances of winning the game.
roads, hills, towns, everything that makes a great, detailed map. The author mixes all of these things together to make a "Westwood" style map. Game play- The map's game play is the standard type of all other Tiberian Sun maps around. Expect to see choke points, towns, and middle tiberium. Flanking is also very possible in this map, getting to the back of the enemy base is fairly simple. This map marriages great detail with outstanding game play, this map is a true titan.
from RA2. The origonel map name was Brink of Disaster. I hope it doesn\'t turn out like that lol. So here is the mini map and stats: Map Name: [FS] Polaris (2-4) MoneyOnMap: 250k+ RedTib: yes Cities: Plenty of small villages MainFeatureofthe Map: ICE! Triggers: Moving vehicles and truck reinforcements done by Ixith Atmosphere: Late Twilight with spotlights and Alpha posts ModifiedRules: yes; artillery weapons and their warheads RequiresFirestorm: Yes it will but might get by on 2.03 but not sure AIEnhancements: Yes and they are made by the guy who made the terminator AI in a RA2 mod: Tony FastXWISTransfer: Yes tested online transfer and it was done in less than 3 minutes Version: 1.0 4/11/2008 Thanks to Team Black with online testing and the mega previews.
map. Gameplay: This plays interestingly. First bad point is that there is not enough Tiberium on the map. It is spread out across the map and hard to build refineries next to all the small patches. Besides this, the map is quite fun. There are many various pathways between bases, lined by cliffs and ridges and mesas. If you are blocked in one way, you can just head around the other direction. This does create chokepoints though, and a crafty Nod player could hide very easily among the different levels. Graphics: For a Tiberian Sun map, this is very well detailed. Lots of eye candy, trucks loading and unloading crates, pretty ion storms, meteor showers. Well placed veinhole monsters with veins, varied terrain, never using the same tile more than is necessary. Brilliant job!
until you find you have no money to use since you just blew it all up. There are civilian units and structures randomly placed in the middle which add nothing of value except for some of the civilian units will attack yours making it rather hard to attack. I would not recommend this map.
massive Blue Tiberium patches which is only accessable through a cliff gap in the middle of the map. A city divides the two players, but the map will be a struggle for collecting the Blue Tiberium. The Blue Tiberium blows up though, so if you can\'t hold it, take it out! A little bit more terrain detail could be used, but pretty good for a first map.