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The Rocktagon - contest entry

Joined
Jun 4, 2010
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"The Rocktagon" takes its shape from the C&C 3 verison and follows this storyline:

Located in africa, a small zone threatens the efforts of the TCN - GDI issued construction of TCN nodes in the area but did not complete the construction efforts; it appers the current occupation are less than friendly.

Its now believed that GDI has place a reward from reclaiming these nodes, reguardless of wether this is Nod or a civilian group.
Many people have said to have tried to capture these nodes; none of which have returned, some say that these bounty hunters simple were to mutated after the travel; forced to live with the forgotten who live there; others say that the chasms torn them apart and what left now wanders the barren landscape.

Rumours now surround the mutant population and question their motives, others fear that they wish to spread tiberium as like kane tried to do during the 2nd tiberium war, others claim that the forgotten hold powers over the tiberium and are teraforming the landscape to their will, all we can truely say is that without the TCN; this red zone could see changes that could over-throw the TCN.


Download Here

Download Page Here

Preview Images:

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Mini map:
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Welcome to the United-Forum!

Thanks for the participation, your map looks awesome! :top
 
Some bigger pictures would be nice but looks better than the most (official) maps i've seen so far.
 
Welcome to the United-Forum!

Thanks for the participation, your map looks awesome! :top

Thanks, I hope this adds a diverse and enjoyable map to downloader's listings.

would you need me to upload this to site, or is a mirrored and credited set of links ok?
 
So I hope my English is a little bit comprehensible.

This map looks definitively really nice. There are integrateted tausends of little details. Wow :top

But this is a big problem at my Computer. I must decrease my computer graphics just only for this map, because it is very lame und laggy to play. In the middle at the TKN are the 4 bypasses to tight, so i can only place a crawler. The units behind the crawler are enclosed, because there are no other facility to the other bypasses. Is an crawler on the other side, you have no chance to activate the TKN but you have supportclass and can fly over it to attack. The TKN 2 and 4 have just one ramp and together with the TKN 3 and 5 there are no way to capture it against good defense class players.

By the way the 2 tunnels are too closely and in my opinion 2 forgotten buildings are to much.

On the whole the map looks very nice, but i think for an seriously tactical 3vs3 match or tounamentplaying map it is not useable. Sorry
 
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Thanks, I hope this adds a diverse and enjoyable map to downloader's listings.

would you need me to upload this to site, or is a mirrored and credited set of links ok?

The rule says "In order to participate, upload your maps", but it isn't really necessary.
It is totally ok to just add a link, like you did here.


The screenshots looks totally awesome, i'm looking forward to seeing it ingame.
I hope the suitability for tournaments will also be great. But i have some doubts in this point.
It looks like there are basically two different tiberium spawn zone and the TKN in the middle is hard to reach.

The first part (the tiberium spawn zones), is a problem, the second part could also be a good point.

But i think a really good idea is the double mutant hotel (forgotten building), this opens a tactic of an great mutant army!
 
The middle is only ment to be captured - not bunkered, units only need to say in the "tight" paths to start capturing it.

As for the 2 spawn points, they have been carfully designed to send 2 green tiberium's on the cliff area near a outpost for spawning, then on the more open lower level is the blue tiberium spawns, finaly you reach the center 2 paths were there are 2 green tiberium drops.

Seeing as how its a red zone tiberium is the lesser of the problem - its the tactical field which defines the map as a whole, using diverse terrain to direct your units, also support is also a choice you need to think about, as moving around this map is often difficult with defence or offence crawlers.

On top of that we have mutant hovels which allow for an early attack with mutant units, asumming your enemy hasn't captured the duel set of hovels - you can send an engineer in and flank the enemy from a early point.

I agree that some The map may contain alot of props, but I run on high specs and have made it so that it is one of my lowest prop containing map.
Also that the center area isn't ment to be the main node - but can be captured by units and not be "bunkered" but i can see why you may see its as a bad feature in this map.
 
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