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Found 7 results

  1. Version 1.0

    3794 downloads

    This mappack contains a bunch of maps designed for Coop and/or Art of Defense. The maps are supposed to be played against scripted computer controlled opponents and in most cases are scripted. The zip contains an installation file that will install into your CnC 3 Tiberium Wars Maps folder directly. Do not change the destination folder unless you know what you are doing and it is required. Maps in this package: AOD_canyon_storm_(v1) 3v5_Smok@lot_CompStomp_v1.1 Art_of_defence_-_avatar_invasion_v1.05 Art_of_Defense_-_Forest_assault_v1 art_of_defense_-_last_stand_v1.0 Art_of_Defense_-_Tiberium_grounds_v1_1 Centralized Incoming-=AOD=- Mission_under_high_voltage Ring_Of_Death(Metal) SarajevoRedZone VonBing's_Pain_Harbor Zunnie_3vs5_Co-op_V5_NoSW P.S. Always wanted to play TW in an First/Third Person Setting? Download this:
  2. Version 1.0.0

    242 downloads

    Narrow Isles 3VS3 skirmish map for C&C Tiberium Wars with super weapon restriction.
  3. Red Alert: A Path Beyond Weekend Starting on the morning of Friday the 25th of September 2015, Ending on the late evening of Monday the 28th of September 2015! Be there Introduction Hello everyone i would like to announce that we are going to hold a new gaming event for Red Alert: A Path Beyond which will be the second one this year with more to come maybe in the future. We will be playing on the MPF AOW/Coop Server with all -or most of- our moderators, players and server developers. Statistics The server records all sorts of things such as kills, games played, vehicles destroyed, buildings destroyed, infantry killed and also which weapon was used to kill with. Check your stats here: http://apb.multiplayerforums.com/stats.php Win C&C 3 Tiberium Wars I bought a legit copy of C&C 3 Tiberium Wars on Steam for the person that played the most games! The rankings will be reset on Friday the 25th of September 2015. The person ranked with the most played games at the end of the event on Monday the 28th of September 2015 will receive the game as a gift into their Steam account from me. After the event the stats will be archived and the regular stats will resume Newcomers If you are a newcomer to RA:APB or never heared of it: Red Alert A Path Beyond is a full standalone conversion of the Renegade W3D Engine, you do not need the game Renegade to play it but you can run it along-aside Renegade just fine in case you do have it. It consists of structures, vehicles, units, sounds and many other custom assets from the game C&C Red Alert. There are lots of (custom)maps and a few different game-modes such as the classic All Out War, Deathmatch and Co-Op. Where to Download? You can download the Red Alert: A Path Beyond client from their website at www.bluehellproductions.com Thanks & Have fun Thank you all for reading this and maybe joining up in this event. Also please tell everyone you know to join Greetz the MPF APB Server Moderator and Development Team
  4. zunnie

    Terrace

    Version 1.0

    75 downloads

    4 player nostalgia mod map by UF member Kasian (based on a Tiberian sun map) Modifications: - New Tiberium model (by Carnius) - Predator tank is replaced by the Titan Walker (Golan's model) - New Nod infantry (by Golan) - Tiberian Sun music - new fx effects: burning infantry, blood, nuke explosion
  5. Version 1.0

    143 downloads

    This is an all blue tiberium map, I.e. another spam map. This map is set up in a way that it can be played boy free-for-all, or 2v2. Each side has a large starting blue field, there are a couple of smaller blue expansion fields (with quick regrowth) which depending on whether the 2v2 is top vs bottom or left vs right, will decide whether these are contested or not. The main feature, seen in the above image, is the massive central blue tiberium field. A team based match will see players wanting to secure this area has soon has possible, and this area will almost certainly see most of the fighting. Each side has 2 uncontested tiberium spikes, and there are a large number of tech gun platforms, but the issue here is that the shear volume of units that can be built due to having a large starting blue field, means that these tech gun platforms will do next to nothing. In terms of the look of the map, I really do not like the lighting at all, it is at odds with the desert style texturing. This is my only visual complaint. As usual crates cannot be used on this map. Madin
  6. Version 1.0

    213 downloads

    Burning Rage (6 Player CnC3-Map) Skirmish/Multiplay The setting are (is? dont know, i'm german, both sounds strange to me ^^) the outskirts of an australian metropolis at dusk. It features parts of the city as well as some forest- and desert-areas. It is meant for 3v3 Teamdeathmatch games, might be slightly unbalanced for FFA games. Works well for comp stomps. NOTE: To make a long story short: I do only have 1 Gigabyte of RAM, an athlon3500+ and a relatively weak graphics card, so creating such a big map was a pain in the ass for me. I just had to get rid of this (map-) monster, if you know what i mean... So.. it is definately not as detailed as my previous maps, and definately my last map thats that large. I hope you like it nevertheless. PPS: For the english-speaking guys: Sorry for my poor english^^ Author: v1rtu
  7. Version 1.0

    92 downloads

    Looks good, plays average. While it is always nice to have sensible asymmetrical maps, in this case, the fact that the map is not even has been emphasised. For example only 1 side (left) has easy access to the lone tech EMP structure. Also the placement of the tech expansion that each side gets is silly. The left team has their tech expansion near the bridge (potentially useful for defending the only ground access point), while the right side has their tech expansion near their starting tiberium field (presumably because they cannot get there first tiberium refinery very close the field without capturing the expansion point first). So basically the right side is at a large disadvantage. The other issue is that is possible for the green tiberium on the right side to grow in areas that the AI harvesters will not harvest (classic CnC3 bug), but that a player can manually target. This is a further problem for the player (or AI) that starts on the right. However I will definitely award an additional point because crates can be enabled on this map, too many map makers do not bother with this standard feature. Madin
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