![]() The only two things holding them back is (one) their inability to produce Engineers to capture tech buildings. The Cabal AI is probably the weakest of the three because it has a tendency to "stagnate" (sit around waiting for supplies) due to the lack of Tiberium in the immediate starting area.Īll of the other AI performed relatively well. I ran multiple test runs against each of the games AI difficulties to see how each of them performed both in pathfinding and strategy. ![]() Because of this, I instead had to test playing both the GDI and Nod sides against the game's AI. I'm still relatively new to OpenRA so I didn't have any actual people to test the map with. In terms of gameflow, it plays almost identical to its original. Like the original map and it's Renegade X remake, the map is overshadowed by a massive mountain (which took roughly 2-3 days to complete). I included all of the tunnels connecting the two bases in the form of narrow mountain passes. The map is almost symmetrical aside from a few minor details with two starting areas, one GDI and the other Nod. This is my remake of the map, Under, from Command & Conquer: Renegade and Renegade X.
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