- Via Printer, source : https://resource.openra.net/maps/31602/
The idea is from my last map, where the zombie players have moved lower. The humans have to stop the fresh wave and this time have more resources but no starting construction yards.
Again (5) players and here's the intent:
H1 (M0) - Air Commander - Will have access to helicopters and air planes. They have (1) barracks. - To win, use air units to hit and delay zombies.
H2 (M1) - Special Powers - Will have barracks, Tanya, Iron Curtain, Chrono and (1) helipad, (1) air field (for paratroops and spy plane) - To win, use infantry.
H3 (M2) - Reinforcement Commander - Optional, this player simply builds their base and proceeds.
Z1 (M3) - Direct Zombie Horde - Will start with units to kill the MCVs of the humans.
Z2 (M4) - Speical Zombie Horde - Will start with power army at top but NO Bio Lab. But will have (1) Phase Transport, (4) Spies, (2) Mechanics, & (2) Engineers for espionage.
Special Features & Objectives:
Each human player has some theives. These can be used to select from some of the neutral units around the map and customize how they play.
There's a nuke in the middle on the zombie side of the map which is WELL defended.
The humans, especially the Special Powers commander will need to hold the power plant base on the right side; or face a power shortage. The AA around the map is very strong to shut down parabomb planes. If the zombies take this base out.
Crates On will make the game easier for the humans as they could get an mcv quickly. Crates off is recommended.
Throughout the map there are tools that can help the humans and zombies play
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Reports of Ze Fallen City
Lint check for release-20190314
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