CnC3 is horibble... it truly is
#21
Posted 15 July 2007 - 06:01 PM
#22
Posted 15 July 2007 - 10:48 PM
The trick is to make such a way as Creator, but let it come straight through the end (not so they can come in it but so they MUST mvoe past it). Then make the lonegst way as possible to the end. Now, when an alien is enar the end, sell a turret in the very beginning so they can acces the end from there, and place turret in front of the alien near the end. Repeat this all the waves and you just can't fail. Don't bother upgarding those 2 turrets as you will sell them every wave.
I experimented with this also... it works pretty well, but its not flawless, as if there are aliens near the opening you need to asell then you will be opening the line to them and they walk directly to the exit.
btw, I made it to wave70 on level 6...
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#23
Posted 16 July 2007 - 07:55 AM
Fully upgraded Vulcan has longer range and greater damage than fully upgraded SAM. The only difference - Vulcan has no splash damage.I like to have 2 of the SAMs, they have such range that they can keep any ground monster under fire for its entire stay on the map...
Yes, it's right. In the begining I usually concentrate all resources to upgrade one plasma turret to level 6. And it rocks. Rapid fire gun which kills with one shot. Try to upgrade turrets one after another. First of all, upgrade one turret to level 6, then upgrade 2nd turret to level 6, then 3rd one and so on.also, upgrades... 1 fully upgraded weapon will do more damage than every little gun on the map, so its best to create 1 perfect kill zone with a few upgraded guns, and just keep them corraled into that area as long as possible, and as offten as possible.
PS: IMHO, all turrets suxx level 1-5, but they are cool when upgraded to level 6.
There is one feature. In the end they come faster than you kill them. The 84th wave comes when 78th wave is not fully killed yet.The trick is to make such a way as Creator, but let it come straight through the end (not so they can come in it but so they MUST mvoe past it). Then make the lonegst way as possible to the end. Now, when an alien is enar the end, sell a turret in the very beginning so they can acces the end from there, and place turret in front of the alien near the end. Repeat this all the waves and you just can't fail. Don't bother upgarding those 2 turrets as you will sell them every wave.
Edited by Creator, 16 July 2007 - 08:03 AM.
#24
Posted 16 July 2007 - 08:09 PM
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#25
Posted 17 July 2007 - 06:16 PM
CnC Guild - As ancient as time itself.
Do you like anything CnC releated? Then the CnC guild likes you! Go make friends with it.
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#26
Posted 18 July 2007 - 11:43 AM
Edited by Paradox, 18 July 2007 - 11:44 AM.
#27
Posted 18 July 2007 - 01:56 PM
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#28
Posted 18 July 2007 - 03:04 PM
Then came the horrible helicopters. I swear to God...
#29
Posted 18 July 2007 - 03:41 PM
Once you have that setup you can start working on a second upgraded plasma and improving your AA.
btw, both freeze and plasma work great on fliers.. so they are all purpose weapons.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#30
Posted 25 July 2007 - 06:32 PM
#31
Posted 28 July 2007 - 12:34 AM
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#32 Guest_Violence (Not Logged In)_*
Posted 28 July 2007 - 11:58 AM
It's not that I haven't played it long enough.. Tried it on LAN 2 Vs. 2 and Campaign but couldn't stand it.
#33
Posted 28 July 2007 - 02:11 PM
Better try this:
http://ru.trinixy.ru...ksheep.com).swf
The 13th level rulez! I've completed it just now!
#34
Posted 28 July 2007 - 07:33 PM
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#35
Posted 30 July 2007 - 04:08 AM
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#36 Guest_Guest_*
Posted 01 August 2007 - 07:47 PM
Mission 6 is insane I can't even get to lvl 50 (cap for mission 5) on it...
thanks for the tips on mazes they really worked out
#38
Posted 15 August 2007 - 06:36 PM
#39
Posted 24 August 2007 - 10:48 PM
And idk why u think the AA is weak cos i had 4 GDI AA and managed to kill 4 nod bombers they managed to get in and bomb because the range aint great but they never get out.
Infact the first and third will normaly die just as they drop there payload, and if u had mobile aa near by i sure they would die before even dropping there load.
A wise man chooses death before war, A wiser man chooses not to become war.
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#40
Posted 19 September 2007 - 12:17 PM
The link:
http://shingakunet.c...ibakou_game.swf
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