klaas wrote: ↑The spice in Dune runs out much slower than in RA. I think the main base can use a little less spice for that reason, I don't think you'd need to expand on this map as it is now.
Also, needs more crashed spaceships IMHO.... ;-)
For the rest: super awesome D2k maps = win win win.
Yeah I tested a drawn out match today and blooms give so much spice that having 2 of them makes your field almost infinite.
I will make a sneaky update and remove one of the blooms from the front field, and make it smaller. That should instigate a more rapid expansion.
Thanks for the feedback
[EDIT]: In version 03 map spice was reduced from 300k to 170k, spice fields across the board were made smaller.
Some players don't like this dune map, because here impossible hard to defend against trike-rush. But I think, that this map is good because it demanding players agressive actions, or fast expand in the more defensive place.
Inara wrote: ↑Some players don't like this dune map, because here impossible hard to defend against trike-rush. But I think, that this map is good because it demanding players aggressive actions, or fast expand in the more defensive place.
Yeah I have experienced it as well when I was playing with SoScared
Units are so much faster in Dune than they are in ra, and trikes do heck of a lot of damage to buildings too.
But yeah you have to get aggressive really early on if you don't want to get stomped.
A lot of newer players like to turtle and build up, in which case this map might not be for them =p
Gravel Avalanche 04
Went out of the way and added some over the top changes this time. Not only to the map itself but to some game mechanics.
Updated screenshot is on the first post.
Internal changes
*Migs can shoot down air units. *Mines no longer get triggered by friendly units. *Added weather effect and evening ambiance.
I worked my butt on this one, I haven't gotten to everything I wanted to implement but its functional and works well!
Both corners instead of oil derricks have old silos that work in a similar way to the original map. The only change is that silos here give you 500$ when captured, instantly paying off the engi cost.
Some weather mood and nice lighting was in order since we're talking about TS here
This map will be bundled with my balance mod for TS which will be posted a bit later.
Let me know what you think.
Yeah I tried editing existing palette to green and make a custom alpha overlay for it but due to my lack of experience I had no dice making it look appealing.
For now I'll just resort to using alpha palette that comes with the build and make custom art for that. And if you want to jump in and help me understand how it works be my guest
Download for for Sidestep is up and its Format11, just a heads up for anyone that might be using a dated bleed version *cough*me*cough*. I bundled the glow SHP with the map so the glow theoretically should work regardless of your mod or bleed version.
It works on fresh bleeds on my side, but let me know if it doesn't on your end.
Last edited by Marn on Sat Apr 02, 2016 3:29 am, edited 1 time in total.
Its not really a playable map but a map nonetheless.
TS seriously lacked a more action packed shell map.
I am a huge scrub when it comes to lua but I salvaged what I could to make this work.
This will be included with a TS balance&polish mod I am working on, which I have yet to find people to play-test it with =/
Oh and something new for Sidestep TS. Civilian cars are now capturable with an engi from outside, and infantry can fire from within cars for some wacky early harassment
Drive-by is now real ( •_•)>âŒâ– -â– / (âŒâ– _â– )
Yet another TS map, a riverside frontline remake that is. This will finally test how good the GDI hover MRLS is.
A bit of an experiment with the sand here since TS lacks desert tileset.
Been slacking a bit lately in terms of updates but since I am already working on a 3rd map that isn't on here might as well post what have been done so far
An arena style 1v1 map with basic expansions in the corners, along with some distance Blue Tib in the middle as the main point of contest.
A 1v1/3player FFA urban based map surrounded by water, which would bring interesting play by back stabbing with amphibious/air units.
Don't forget the tech buildings/Blue Tib in the middle.