Eyes: Difference between revisions
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{{Infobox map | |||
|name = Eyes | |||
|image = RenX_Map_Eyes.png | |||
|imgsize = 300px | |||
|imgdesc = | |||
<!-- Map info --> | |||
| | |gamemode = [[Command & Conquer]] | ||
| | |size = Large | ||
|style = Symmetrical | |||
|players = 64 | |||
|air = Enabled | |||
| | |tech = [[Silo (Tech Building)|Silo]] | ||
|defenses = Full | |||
| | |internalname = CNC-Eyes | ||
|creator = DaKuja | |||
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}} | }} | ||
'''Eyes''' is a [[Command & Conquer]] map. | |||
Eyes | |||
[[ | == Appearance == | ||
'''Eyes''' features a large battlefield with lots of rock formations and sand. There is a large open cave where a meteor crashed into and spread [[Tiberium]] all over the area. Each base has a protective wall and they are separated by a desert valley. | |||
== | == Bases == | ||
{{Infobox base | |||
|faction = GDI | |||
|buildings = | |||
* [[Barracks]] | |||
* [[Weapons Factory]] | |||
* [[Tiberium Refinery]] | |||
* [[Power Plant]] | |||
* [[Repair Facility]] | |||
|defenses = | |||
* [[Advanced Guard Tower]] | |||
* [[Guard Tower]] x2 | |||
}} | |||
{{Infobox base | |||
|faction = Nod | |||
|buildings = | |||
* [[Hand of Nod]] | |||
* [[Airstrip]] | |||
* [[Tiberium Refinery]] | |||
* [[Power Plant]] | |||
* [[Repair Facility]] | |||
|defenses = | |||
* [[Obelisk of Light]] | |||
* [[Turret]] x2 | |||
}} | |||
'''Infantry paths''': Catwalks allow infantries to climb to the top of the walls that each base possess. Each base has two possible exit for infantries: the small path behind the [[Tiberium Refinery]], and a long path behind the [[Power Plant]]; the latter path leads | {{Clear left}} | ||
== Analysis == | |||
'''Infantry paths''': Catwalks allow infantries to climb to the top of the walls that each base possess. Each base has two possible exit for infantries: the small path behind the [[Tiberium Refinery]], and a long path behind the [[Power Plant]]; the latter path leads on a rock bridge before connecting into the back vehicle path. Sniper bunkers can be found after exiting the former path. | |||
Infantries can travel through the cave via rocky ramps, and they can reach an alcove with a [[ | Infantries can travel through the cave via rocky ramps, and they can reach an alcove with a [[Silo (Tech Building)|Silo]] in it. There are two levels of height on the side of the cave, where metal grids act as ramps leading to the higher level. Last, there are two sniper bunkers, each one located close to the respective faction's base. | ||
'''Vehicle paths''': There are two possible routes for vehicles: first, the exit on the front will lead to the valley path and the entrance to the cave. | '''Vehicle paths''': There are two possible routes for vehicles: first, the exit on the front under the wall will lead to the valley path and the entrance to the cave. | ||
Second, a back path leading to a rocky floor will bring vehicles on a intersection, with a bridge leading to the upper route or a downhill path going back towards the base entrance. Transitions from upper path and valley path is possible at the center via a route facing the Silo. | Second, a back path leading to a rocky floor will bring vehicles on a intersection, with a bridge leading to the upper route or a downhill path going back towards the base entrance. Transitions from upper path and valley path is possible at the center via a route facing the Silo. | ||
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'''Harvested Tiberium field''': each faction harvests the large field in the cave. | '''Harvested Tiberium field''': each faction harvests the large field in the cave. | ||
==Strategy== | == Strategy == | ||
=== Battlefield control === | |||
===Battlefield control=== | Being a large sized map and with presence of aerial vehicles, sustained occupation is not the best option. Establishing a stronghold near the front wall of the enemy base will not stop a vehicle rush from the opponent faction, since they can leave the base from the back vehicle path, therefore avoiding the blockade. Still, sending forces in the cave will keep the [[Harvester]] protected while offering the possibility to constantly destroy the opponent's. | ||
Being a large sized map and with presence of aerial vehicles, sustained occupation is not the best option. | |||
Rushing vehicles will have three paths to traverse, therefore making taking control of one single path obsolete. Since the front walls have 2 entrances, [[APC]] rushes may pick the one with the less resistance or the back vehicle path. The lengthy stretches of sand on vehicle paths allow for greater | Rushing vehicles will have three paths to traverse, therefore making taking control of one single path obsolete. Since the front walls have 2 entrances, [[APC]] rushes may pick the one with the less resistance or the back vehicle path. The lengthy stretches of sand on vehicle paths allow for greater manoeuvring, and more hiding space for [[Stealth Tank]]s performing a rush. | ||
Warfare with aerial vehicles is another option, especially with large areas to fire on exposed ground vehicles while having rock sides as decent cover. | Warfare with aerial vehicles is another option, especially with large areas to fire on exposed ground vehicles while having rock sides as decent cover. | ||
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The complimentary defenses are far away from each other: the first [[Guard Tower]]/[[Turret]] is located in front of the wall, and it is the most vulnerable one due to its position; the second one is located on the back vehicle path, which can be taken out without the advanced defenses interfering. | The complimentary defenses are far away from each other: the first [[Guard Tower]]/[[Turret]] is located in front of the wall, and it is the most vulnerable one due to its position; the second one is located on the back vehicle path, which can be taken out without the advanced defenses interfering. | ||
===Sneaking options=== | === Sneaking options === | ||
The small path leading to the Refinery is not protected by automated defenses, and the back infantry path will lead near the Power Plant (Nod base has a tunnel that infiltrators can traverse to avoid Obelisk firing on them). Still, with the smaller defenses out and knowledge of automated defenses' workings, one can also sneak in most of the buildings. | The small path leading to the Refinery is not protected by automated defenses, and the back infantry path will lead near the Power Plant (Nod base has a tunnel that infiltrators can traverse to avoid Obelisk firing on them). Still, with the smaller defenses out and knowledge of automated defenses' workings, one can also sneak in most of the buildings. | ||
Eyes' vehicle paths are long and open, with only few rocks around for cover, along being mandatory to traverse before reaching infantry paths; therefore, it is best to reach the infantry paths by taking a ride from an allied vehicle. | Eyes' vehicle paths are long and open, with only few rocks around for cover, along being mandatory to traverse before reaching infantry paths; therefore, it is best to reach the infantry paths by taking a ride from an allied vehicle. | ||
[[Stealth Tank]]s can only hide properly if all the defenses are out; even still, | [[Stealth Tank]]s can only hide properly if all the defenses are out; even still, manoeuvring space in the GDI base is small, with the behinds of the building being the best hiding locations, but should a patrol come by, chances of being detected are high. | ||
== See also == | |||
* {{Forums|73562-cnc-eyes|CnC-Eyes}} | |||
* {{Forums|77063-cnc-eyes-a-long-rocky-journey|CnC-Eyes - A long, rocky journey}} | |||
{{Levels}} | |||
[[Category:Levels]] |
Latest revision as of 19:52, 12 February 2021
Eyes | |
---|---|
Game mode | Command & Conquer |
Size | Large |
Style | Symmetrical |
Recommended players | 64 |
Air vehicles | Enabled |
Tech buildings | Silo |
Base defences | Full |
Internal name | CNC-Eyes |
Creator | DaKuja |
Eyes is a Command & Conquer map.
Appearance
Eyes features a large battlefield with lots of rock formations and sand. There is a large open cave where a meteor crashed into and spread Tiberium all over the area. Each base has a protective wall and they are separated by a desert valley.
Bases
Global Defense Initiative | |
---|---|
Buildings | |
Base defenses |
Brotherhood of Nod | |
---|---|
Buildings | |
Base defenses |
Analysis
Infantry paths: Catwalks allow infantries to climb to the top of the walls that each base possess. Each base has two possible exit for infantries: the small path behind the Tiberium Refinery, and a long path behind the Power Plant; the latter path leads on a rock bridge before connecting into the back vehicle path. Sniper bunkers can be found after exiting the former path.
Infantries can travel through the cave via rocky ramps, and they can reach an alcove with a Silo in it. There are two levels of height on the side of the cave, where metal grids act as ramps leading to the higher level. Last, there are two sniper bunkers, each one located close to the respective faction's base.
Vehicle paths: There are two possible routes for vehicles: first, the exit on the front under the wall will lead to the valley path and the entrance to the cave. Second, a back path leading to a rocky floor will bring vehicles on a intersection, with a bridge leading to the upper route or a downhill path going back towards the base entrance. Transitions from upper path and valley path is possible at the center via a route facing the Silo.
One can reach the front of the opponent base from both valley and cave path, or reach the back of the base via the back path.
Mystery Crates: Two appear at the exit of the covered tunnel bridges found on the back infantry path; one appears in the large cave, on the center of the highest level; the last one appears in middle of the upper path.
Harvested Tiberium field: each faction harvests the large field in the cave.
Strategy
Battlefield control
Being a large sized map and with presence of aerial vehicles, sustained occupation is not the best option. Establishing a stronghold near the front wall of the enemy base will not stop a vehicle rush from the opponent faction, since they can leave the base from the back vehicle path, therefore avoiding the blockade. Still, sending forces in the cave will keep the Harvester protected while offering the possibility to constantly destroy the opponent's.
Rushing vehicles will have three paths to traverse, therefore making taking control of one single path obsolete. Since the front walls have 2 entrances, APC rushes may pick the one with the less resistance or the back vehicle path. The lengthy stretches of sand on vehicle paths allow for greater manoeuvring, and more hiding space for Stealth Tanks performing a rush.
Warfare with aerial vehicles is another option, especially with large areas to fire on exposed ground vehicles while having rock sides as decent cover.
The complimentary defenses are far away from each other: the first Guard Tower/Turret is located in front of the wall, and it is the most vulnerable one due to its position; the second one is located on the back vehicle path, which can be taken out without the advanced defenses interfering.
Sneaking options
The small path leading to the Refinery is not protected by automated defenses, and the back infantry path will lead near the Power Plant (Nod base has a tunnel that infiltrators can traverse to avoid Obelisk firing on them). Still, with the smaller defenses out and knowledge of automated defenses' workings, one can also sneak in most of the buildings.
Eyes' vehicle paths are long and open, with only few rocks around for cover, along being mandatory to traverse before reaching infantry paths; therefore, it is best to reach the infantry paths by taking a ride from an allied vehicle.
Stealth Tanks can only hide properly if all the defenses are out; even still, manoeuvring space in the GDI base is small, with the behinds of the building being the best hiding locations, but should a patrol come by, chances of being detected are high.