Urban Warfare by RVMECH

Theater :Temperate
Game: Tiberian Sun
Editor: Final Sun 1.0
Size:125x152
Lighting Scheme: Day/Night Loop
Map Assets:Moderate to heavy
Min/Max Players: 2-5
E-mail the author here or here

Map info:
Scenario starts off early in the morning hours and slowly lightens to full daylight. The starting lamposts go off when the sun comes up and go off when it sets. There are five starting points, four in the corners and one slightly offset from the center in the Western half of the map. The ground is rough and choppy with many cliffs and five urban centers (cities). .

The tiberium is well spread out and is also well lighted. The lamp posts providing light for these areas will also turn off when the sun is up. The civilian buildings provide much need ground cover and ambush points for your infantry. These structures should be taken out by armored divisions first to provide a more readily accessable "kill zone" .

The AI has also been beefed up a bit in this map so be wary of a an attack from the rear of your base. Also your computer opponent may build another Conyard, if you manage to whack his. A good stratedgy to counter this would be to take out the Weapons factory at the same time.

The AI sees the buildings as a nuisance and avoids destroying them. This in turn allows it use them as ambush areas. I have noticed that groups of disc throwers seem to go into the "guard "mode when going thru the cities. You may also notice that the AI will attack your Harvesters with a little more vigor and more repeatably than is normal.

As you can tell I like to play with the AI triggers=)

Urban Warfare (c) copyright RVMECH/2002 All rights reserved. Licensed for distribution by
CNCDEN http://www.cncden.com/
CNCSECTOR http://www.cncsector.com/
Tiberian-MW http://www.tibsun.com/
It may not be distributed without the Readme file or the express written permission of RVMECH (Bill Brislin).