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FS Chaos
Moderators: Global Moderators, Tiberian Sun Moderators
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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Fri Dec 23, 2005 4:57 pm    Post subject:  FS Chaos Reply with quote  Mark this post and the followings unread

Well, i sat down and made this map and then i noticed how unbalanced it was at one spawn ucus they didnt have any good accses to tiberium, but next to them was this city and i was like, "meh, there are more cities in the world." And on the fifth day i said "May there be tiberium metors" And so i sent two blue tiberium meteors at the city. The first one hit and blew up most of this city but when the second one was gonna hit then the damn GDI Kodiak came and was like "We all live in a yellow space machine, yellow space machine, yellow space machine!" and then it knocked the second tiberium out of course so it hit the train track to the train station where all the refugees from the destroyed city had went. Then they got like mad and join up with mutant camps and started their own camps. Dont worry though! Billy bobs harvester school survived! Anyway, watch out for the armed civilians as they will go nuts if they see us. And ohh! If you find the crashed kodiak then blow it to peices!

This is the first map ive actully finished so be gentle.



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valley.mpr
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its called valley as that was the old name. but its called FS Chaos in the map selection screen so dont worry!

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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Sat Dec 24, 2005 1:13 am    Post subject: Reply with quote  Mark this post and the followings unread

come on people! anyone got anything to say about it?

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Wiziwig
Soldier


Joined: 09 Dec 2005
Location: New Zealand

PostPosted: Sat Dec 24, 2005 1:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Pretty good map, very detailed, VERY fun, overall, 4/5  Smile

But what the fuzz was up with the harvester's in the middle?Aren't those the ones that are used for when the harvester is docked with the refinery?
Other than that, very good  Very Happy



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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA

PostPosted: Sat Dec 24, 2005 3:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Sweet map, I like that train wreck in there.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Dec 24, 2005 5:51 am    Post subject: Reply with quote  Mark this post and the followings unread

[quot="wiziwig"e]But what the fuzz was up with the harvester's in the middle?Aren't those the ones that are used for when the harvester is docked with the refinery? [/quote]

yes, but I assume that they're only as somkind of "decoration" for the map, if you know what I mean Wink

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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Sat Dec 24, 2005 12:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its billy bobs harvester school! So people need to learn how to drive a harvester with and without back. And if you wounder why there lined up so badly ingame its beacuse the AI always starts war with the natives by trying to get past their walls, sandbags and their armed forces

And w00t! 4/5 from wizwig, the mapping god!! w00t!

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w00t
Medic


Joined: 29 Jan 2006
Location: Canada~

PostPosted: Sun Jan 29, 2006 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I really liked this map (me + neutral units = weee)

Because I tend to attack those neutral units even more that the AI (I actually stalk them XD)

The only problem is that there seems to be Mutant Hijackers but they don't hijack Sad
And it lacks triggers a bit

Otherwise it's really nice Smile Smile Smile

I'd give it 5/5

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superdjidane
Cyborg Engineer


Joined: 17 Nov 2011

PostPosted: Mon Dec 05, 2011 10:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cool designed map wit the Mutants hovels. The dirt race track looks awesome, very original.

I just founded the start locations are a little unfair... (tiberium field distance, space for base buildings...)

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