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BattleBase Koi (4 Players)

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BattleBase Koi (4 Players) Empty BattleBase Koi (4 Players)

Post by Tiberian Fiend Sun Aug 23, 2009 7:30 am

BattleBase Koi (4 Players) Battlebasekoibanner

This is a 4 player map with plenty of ore expantions, it is quite small for a battle base but provides right distance to make ground battles a much more popular construction choice compared with navy.
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BattleBase Koi is a large support floating-fortress for japan, it was orignaly designed to research into technologies to advance Japan's ever expanding nanite and waveforce technology.
Due to allied offence, this ship continues its path towards Honolulu, Pearl Harbor to re-enforce the millary forces.

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Download link

Minimap:
BattleBase Koi (4 Players) Minimapd

Preview Shots:
BattleBase Koi (4 Players) Bbk2
BattleBase Koi (4 Players) Bbk1
BattleBase Koi (4 Players) Bbk3
BattleBase Koi (4 Players) Bbk4
BattleBase Koi (4 Players) Bbk5

Overall:
BattleBase Koi (4 Players) Overallbbk


Last edited by Tiberian Fiend on Wed Oct 14, 2009 5:21 pm; edited 10 times in total
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Post by SPIDER_PIG_ROCKS Mon Aug 24, 2009 3:14 pm

i saw it, not bad, not bad
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Post by Tiberian Fiend Mon Aug 24, 2009 3:30 pm

Yes but only for 5 secs lol, i have a newly updated version again.
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Post by SPIDER_PIG_ROCKS Mon Aug 24, 2009 4:27 pm

nice! can you not lock the rest of the maps i want to comment
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Post by Tiberian Fiend Mon Aug 31, 2009 1:28 pm

New overall screen shot posted,
this shows off the water detail for players with high water enabled.
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Post by Spectre Mon Aug 31, 2009 1:32 pm

hmmm... i didnt notice those outer lying islands before... so must have added them?

and this map looks like it had A LOT of ore nodes
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Post by Tiberian Fiend Fri Sep 18, 2009 5:09 pm

Yea, I added the outer islands as an escape route for a MCV, or expansion
for the starting base.
The whole idea of this map is that it is compact and rich with ore,
this should in theory create tight battles, with possible use extreme micro and tactics, as you can paradrop units onto an enemies ridge to see what they are doing, or you could put natasha up there for example which tends to be very effective if they go for a all out navy battle and you pick off their main production structures one by one.

I think it has 24 ore nodes, all balanced by distance from the starting point.
12 observe posts and 4 hospitals.

This map is now very close to completion, i'm expecting during the weekend this maybe released hopefully.
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Post by Spectre Fri Sep 18, 2009 5:49 pm

do you think bull frog might be ownage?
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Post by Tiberian Fiend Sat Sep 19, 2009 1:28 am

Spectre wrote:do you think bull frog might be ownage?

It is quite effective, I once made a chain of them on each ridge and shot reinforcements of telsa troopers into an AI's base. You just have to remember that infantry don't do well against anything which fights back Razz.

Each faction has their advantages,
Japanese are faster at building in expansions and are more suited to use outer islands for general expanding, they can also deploy VX strikers to guard their ridge.

Soviets have great advantage in that they have flak infantry and can man the large number of garrisons around the base area, they can bull frog units around quite effectively, they can also transport natasha to ridges to help sneak a commando into an enemies base un-noticed.

Allies have paradrop, they also tend to get better results from their proton collider which wreaks bases because they are cramped and players tend towards building in their MCV area rather than elsewhere. Their air is also much more effective because the distance to attack means that you can bombard you enemies to kingdom come before they can respond with any base defences, also the allies aircraft carrier at heroic level can reach the inner areas of the fortress with easy.
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Post by Tiberian Fiend Sat Sep 19, 2009 6:41 pm

The first verison of the map has been released.
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Post by SPIDER_PIG_ROCKS Sat Sep 19, 2009 7:10 pm

YA BABY Twisted Evil
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Post by Dawning_Light Sat Sep 19, 2009 8:46 pm

AWESOME. One bad thing, I usually find my units lost through all the structures on the mini-map :\
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Post by SPIDER_PIG_ROCKS Sat Sep 19, 2009 9:04 pm

its a bit laggy in-game Neutral

and i played a battle

OMFG

it was crasy, we were doing land and naval battles we and my partner took the the outer islands, made a fleet, and pwned them Cool
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Post by Tiberian Fiend Tue Sep 22, 2009 11:08 am

New update:
Edited passability for the southern middle starting ridge, where units could move up, on top the cliff.

Reduced props from 6500 odd to 5880, in hope to speed matches up and reduce lag.

2 Observe posts from each island have been removed and the water only expansion equalivalent gain 2 oil derricks by each ore depo
giving the outer expansions 4 oil derricks all round.
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Post by Tiberian Fiend Wed Oct 14, 2009 5:22 pm

Download changed to reflect final verison.
Features:
Fixed mini map
Added bloom effect
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Post by SPIDER_PIG_ROCKS Wed Oct 14, 2009 6:18 pm

ok, i re-read the story, lol the allies are going to get thier *** kicked by this floating monsrosity Very Happy
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Post by Elven Thu Oct 15, 2009 2:01 am

Razz Nice map Razz
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Post by Tiberian Fiend Thu Oct 15, 2009 5:41 am

The Allies cannot cope againest fortresses, however the fortress has no method of using its artillary guns without radar ships, which it deploys in a guarding area.
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Post by SPIDER_PIG_ROCKS Thu Oct 15, 2009 2:37 pm

uhhhhhhh, O-K
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Post by Elven Thu Oct 15, 2009 3:42 pm

congrats for ur 3rd spotlight Smile!
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