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Unless you plan to build directly onto the path leading out of the base, which is still a viable rush strategy - just slightly less so, you're only going to have room for power, one or two refineries and your first war factory. Hopefully, players will try to expand with a surveyor (or MCV move) at the beginning of the game to either the further blue or the closer green tiberium field expansions. The blue field is larger in size (supporting more structures) and provides more cash. The green field is smaller in size and provides less cash. However, the green field is behind a choke point, giving it greater protection. In general, the map tries to get you to realise that splitting your armies is a better idea than to keep them all together in a blob. There are several vulnerabilities, and that there is a decreasing return on efficiency in defending with each additional unit. The same goes for attacking. There is a focus on having several smaller battles at once, rather than having just one huge battle to determine everything.
//Isles of Dread (Final Edition) //2 Player Map //CnC3: Tiberium Wars Map by Cent //TO INSTALL:
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Version 1.0 Final
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