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User Rating: Rated by: |
Good (3.4/5) 15 user(s) |
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Command & Conquer 3 Tiberium Wars - The Last Ore Chasm Map description |
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'The Last Ore Chasm' is my first map for C&C 3 and coincidentally my first map using World Builder
It is 2047 and the stakes could not be higher. Tiberium-a self-replicating alien substance that has infected the Earth-is spreading like a radioactive ice age.
The GDI, a high-tech alliance of the world's most advanced nations, is fighting to contain Tiberium, but Kane, the megalomaniacal leader of The Brotherhood of NOD has other plans for Earth. Kane's secret society turned superpower is bent on using Tiberium to take control and transform humanity into his twisted vision of the future. All-out war rages over Tiberium and the fate of the planet rests in the balance.
Experience a revolution in RTS gaming with a breakthrough single player campaign that rewards you for your gameplay style. Add layers of strategy to your gaming experience by building mobile bases, wielding the power of terrifying Ion Storms on the battlefield, or customizing your armies by combining units. There are endless options!
Battle it out online with native voice-over IP, integrated clan support, and new spectator modes that let you play RTS games like a sport.
Requirements:
· OS: Windows XP, Windows Vista (32-bit; 64-bit versions of Vista are not supported) · CPU: 2.0GHz or high, or AMD equivalent · RAM: 512 MB or more · Disk Drive: 8x or faster DVD drive for retail SKUs, not required for digitally downloaded version · Hard Drive: 8.0 GB or more of free space · Video: GeForce4, ATI Radeon 8500 or greater (ATI Radeon 9200 and 9250 PCI, NVIDIA Geforce 4 MX cards not supported.) · Sound: DirectX 9.0c compatible sound card · Network, Internet Multiplayer: 2 players (no voice support) – 56 Kbps Internet connection; 2-8 players (with voice transmission) – Broadband-class connection
Note: 'The Last Ore Chasm' is my first map for C&C 3 and coincidentally my first map using World Builder. The last RTS map I created was back in the original Red Alert days, so it's been awhile. The theme of the map is inspired by the last mission of the GDI SP scenario and is thus a Red Zone chock full of ore chasmy goodness.
As far as the gameplay goes, I directly opposed the direction that most of the official maps took. Rather than open everything up and allow for "limitless possibilities" (as the WB manual suggests) I chose to tighten everything up and create a few key chokepoints to govern gameplay. Hopefully this will quash the rabid tank rushing strat that is so prevalent.
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