A map that uses tall barriers to change gameplay. The author admits it's pretty rough, but it might still be a fun concept to play with.
Quote:In this wonderfully crude 2v2 map players are invited to hole up in one of two fortresses. But, since this is supreme commander, its not your average fort. The walls are a few hundred feet high. So high in fact that my bombers often skimmed the top, bounced off and did a barrel role (not kidding). The walls come complete with ramps big enough for any normal land unit.
The strategy behind this madness? The same as in a medievaI siege.
Fight for the middle ground, box your opponent in, scale the walls and rain down death. The hardpoints on the wall are big enough for tactical missile launchers, artillery and even an air factory. The main way to eliminate an opponent is likely to be a surprise landing on his walls.
To save people some frustration id like to say a few things so you know what your in for.
* Artillery bounces off your opponents walls
* Point defenses built on walls will only target enemy units that are on the walls.
* There is an entire forest from sentry point buried beneath the map that causes some strange stuff when building. I'm not happy about it either but it wont affect game play too much.
Extract to somewhere safe like your desktop. You should have a folder called "Plains_monkeh". Place the folder along with everything inside of it in your C:\Program Files\THQ\Gas Powered Games\Beta\Supreme Commander\maps folder.
If you did it right the map will show up on your maps list like anything esle. It will be called "castle_f"
Yes, I am fully aware of the fact it looks like crap. I would have loved to have made an awsome heightmap in terragen or map a map of the entire world to scale but at this point that just isnt realistic. Even incredibly subtle variations in color on the heightmap seem to cause horribly uneven and and unbuildable terrain. That said, this should be a lot of fun and offer somthing fresh.
Because the format used by supreme commander for maps hasnt been fully hacked, new maps have to be built on top of existing ones. Beause of this, there is an entire forest below the map from sentry point. This will cause your commander to try to extract mass from bare ground. Not much i can do about this. It shouldnt disrupt your game too much and other units are fine.
If you find a problem with the map or have suggestions, contact me at email@example.com
Thanks for you interest!
Jan 2 07
Castle (1.0) - User Comments
The following comments are owned by the user that posted them. SupComFiles is not responsible for their content.
Total comments: 13 | Last comment: 10-01-2009 at 22:33
#1 - 02-27-2007 at 14:46
karn888 From: (portsmouth ri) Joined: August 29th, 2004 Posts: 110
most maps ive seen so far have been pritty basic any one know when the official map editor will come out?
all your base are belong to us
i like the concept but the map is exceptionally crude. it needs some improvement. supcom should hav had decently high walls that didnt look retarted like the ones in game right now. if anyone has played lotr: bfme2, the wall system in that would hav been nice.
#5 - 03-18-2007 at 04:33
Pcbino From: (Solroed Strand) Joined: October 4th, 2006 Posts: 224
I have been playing BfME2 and RotWK.. I like the wall system in SupCom, although you should be able to build either higher walls, or upgrade your walls to get higher and stronger
#6 - 03-18-2007 at 13:46
Rivett_Man From: (Scotland) Joined: January 8th, 2007 Posts: 47
#4/5 i agree
#7 - 03-21-2007 at 12:12
Pro-Filer (Staff) From: (Amsterdam) Joined: March 2nd, 2001 Posts: 2724
I'm downloading this just to see my bombers do a barrel roll, schweet
hmmm, when you say point defences, what about artillery cannons? will those shoot things that are not on the wall?
#9 - Map Does Not Show Up In Skirmish - 06-30-2007 at 15:02
Steve0324 From: (Houston, TX) Joined: April 21st, 2007 Posts: 9
I have been downloading a bunch of maps recently for SupCom to check out the awsome work people are doing. However, some show up in skirmish perfectly, and others do not show up at all, such as this map. I am currently running v3254 patch of SupCom. Zone Control, World Domination, and Spine of Zeus show up fine, but for example this map (Castle), Earth Domination, Europe Map, and others do not. I have been looking over the different lua files and can not see any difference. Can anyone help?
Thanks for your time,
#10 - Figured It Out - 07-01-2007 at 18:48
Steve0324 From: (Houston, TX) Joined: April 21st, 2007 Posts: 9
This may help anyone trying to run this map or having similar issues with other User-Made maps....I guess that in v3254 of SupCom there is an extra line needed in one of the files, <MapName>_scenario.lua. Open up the file, go to the line which states
<space><space>name = '<MapName>',
This is what you need to add.....
hit enter at the end of the comma, then place in two spaces so that the next line is matched with the previous line, and type in
type = 'skirmish',
(making sure you placed two spaces before the word type and you placed a space before and after the equal sign. Also I kept it all in lower case letters, don't know if that's important or not, but thought I would mention it too.)
I have done this with at least 10 different maps and I so far only seem to still have problems with the Europe map.
I think you should be able to choose what kind of system for walls to use, either the bfme2 version or the current SupCom version and be able to have T2 and T3 walls or ever experimental walls. XD Great map tho 8/10
fl4wl3ess From: (Perth) Joined: October 1st, 2009 Posts: 1
#10 post - followed instructions, worked for me... Legend..
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