I hasten to add that my maps are not to everyones taste but if you are looking for something different give em a whirl. This also adds a strategy element and makes people think before pumping out contant streams directly to your base unless they have worked out the local geography first. Obviously higher than normal terrain for things like shield walls and canyons play havoc with direct line air attacks (the air units will need to 'climb' slowly over the +hieght objects before they can attack) the answer is simply to steer your air units to the objective or create clear path way points. Unlike most, they are specifically designed mainly for LAN games and coop versus Sorian AI (In that I mean that some maps are unbalanced to have less Humans versus More AI, but they work equally as well in unbalanced skilled human versus lesser skilled human games - like 2 v 6 etc.) They were mostly designed to add more strategic approaches to battles rather than very open maps - as an example some have sheild walls (high walls that can actually defend slightly against massive amounts of arty fire) and others have wide canyons or narrow canyons to allow small unit sneak attacks rather than experimental rushes from all directions. Google my map pack (sykoste mappack) - all work with FA and SC and they are all on file front.
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