unlimitedloading.blogg.se

Forged alliance map vault
Forged alliance map vault





forged alliance map vault

The essential requirement for a particular mod to be included in the MadAlliance project is permission from the original author(s) of that particular mod. Technical details about the mod (including downloading and installing the mod) appear in the next post.||| TECHNICAL DETAILS Suggestions and (constructive) contributions to the project are always welcome!!! It is also not an attempt to make all mods out there 100% compatible with each other. What MadAlliance is NOT: the amalgamation of every single possible SupCom mod and idea out there. I would very much like to enjoy a SupCom FA experience similar to that of TA: UTASP, and to lessen the burden for others who would also like to enjoy a similar experience. Ultimately, the project aims and hopes to produce for SupCom FA something akin to the UTASP mod for Total Annihilation (). New and unique content will also be added to the project. That said, it is possible that not all aspects of a particular mod are incorporated into MadAlliance. MadAlliance is not meant to be a simple cut+paste hack-job of 3rd-party mods conflicts and inconsistencies between mods are taken into account and consideration and hopefully worked-out in reasonable ways.

  • Provides unique and drastic changes to late gameplay,īased on the MadAlliance Universe (see next post).
  • Amalgamates several 3rd-party mods and ideas for Supreme Commander, Supreme Commander - Forged Alliance, and Supreme Commander 2 and.
  • The purpose of the MadAlliance project is to create a mod for Supreme Commander - Forged Alliance that: Its a design based on Starcraft II meta / balance. Therefore he made his own design and I'll soon be implementing that.
  • The roads are now nicely marked with a combination of a stratum layer and decalsĪnd last but not least - after talking to he wasn't able to contact the original author.
  • Therefore I'm experimenting with how Blizzard designed the Starcraft II maps - small patches of detail in larger area's of nothing. There are some open area's in the map that I don't want to fill with trees, but there isn't much else to fill it with. At the moment the big quest is 'filling the gaps'. It still requires a bit of tweaking where the extractors will be located exactly.

    forged alliance map vault

    The layout is quite similar to the original design.

    forged alliance map vault

    We've had two sessions and the last one will probably emerge somewhere this weekend when the map will become available in the vault. Looking at Autumn - an implementation of the design from. Its been a while but lets get back at it.







    Forged alliance map vault