LlamaTekk
| File name: | Lt_mlev1.zip |
| File size: | 29.34 KB |
| Downloads this week: | 0 |
| Downloads total: | 667 |
| Date Added: | 01-13-2001 |
| Popularity: | 1% |
Short description:
10 multiplayer expansion levels.
---- LlamaTekk ----
MultiPlayer Expansion Levels for C&C ver 1.19
My 3 favorite levels are marked with a star.
SCM20EA - Tiny Battle
- My first attempt at a C&C Map. A tiny map where each player gets
a tiberium field and building space, divided by cliffs & rivers.
For best play use a fairly low tech-level since a well placed
obelisk can destroy a tiberium mining operation in no time.
SCM21EA - Rivers & Islands *
- A big map divided into several small islands by a series of rivers
and lakes. This is a good long battle.
SCM22EA - Twists
- Another small map. Lots of tiberium but limited building room.
Twisting canyons divide the players. Once again a low tech-level
is recommended.
SCM23EA - Centre Stage *
- Map divided into 5 areas, one for each base and an arena in the
middle filled with tiberium. Defend your harvesters and destroy
your enemy's. Always a slugfest.
SCM24EA - Out and In
- Four areas in the middle for base construction. To attack you
must travel to the outside "ring", move around the outside, and
then go back into the middle to reach the enemy's base.
SCM25EA - Frigid Fields
- A WIDE open map. The only barriers are fields of tiberium and the
occasional tree. You can attack and be attacked from any angle.
Easy to attack, hard to defend. Heyday for stealth tanks.
SCM26EA - Tunnels
- Each base is in a valley. To reach the enemy's base you must send
your units single file through a narrow canyon (the tunnels). You
can also send units to defend your base along the tops of the
canyons.
SCM27EA - AirWar
- Each player is seperated by a lake or a stream, with no way to
cross. Helicopers, infantry and other air attacks (Nuke, Ion
Cannon, etc.) must be used instead of units.
SCM28EA - HallWay
- Each player is granted two "rooms" in a hallway, one for the base
and one full of tiberium. Units travel out of the room, down the
hall, and into the opponent's area.
SCM29EA - Money Factory *
- Each player starts in a corner of the map with a tiberium field
which is easy to defend. Your base forms a shield, defending
your harvesters from air or ground attacks.
Created 1996 by Jason Attard (B-P Llama) of LlamaTekk
LlamaTekk - Add-On levels, MOD music, Graphics & Stuff
London, Ontario, Canada
MultiPlayer Expansion Levels for C&C ver 1.19
My 3 favorite levels are marked with a star.
SCM20EA - Tiny Battle
- My first attempt at a C&C Map. A tiny map where each player gets
a tiberium field and building space, divided by cliffs & rivers.
For best play use a fairly low tech-level since a well placed
obelisk can destroy a tiberium mining operation in no time.
SCM21EA - Rivers & Islands *
- A big map divided into several small islands by a series of rivers
and lakes. This is a good long battle.
SCM22EA - Twists
- Another small map. Lots of tiberium but limited building room.
Twisting canyons divide the players. Once again a low tech-level
is recommended.
SCM23EA - Centre Stage *
- Map divided into 5 areas, one for each base and an arena in the
middle filled with tiberium. Defend your harvesters and destroy
your enemy's. Always a slugfest.
SCM24EA - Out and In
- Four areas in the middle for base construction. To attack you
must travel to the outside "ring", move around the outside, and
then go back into the middle to reach the enemy's base.
SCM25EA - Frigid Fields
- A WIDE open map. The only barriers are fields of tiberium and the
occasional tree. You can attack and be attacked from any angle.
Easy to attack, hard to defend. Heyday for stealth tanks.
SCM26EA - Tunnels
- Each base is in a valley. To reach the enemy's base you must send
your units single file through a narrow canyon (the tunnels). You
can also send units to defend your base along the tops of the
canyons.
SCM27EA - AirWar
- Each player is seperated by a lake or a stream, with no way to
cross. Helicopers, infantry and other air attacks (Nuke, Ion
Cannon, etc.) must be used instead of units.
SCM28EA - HallWay
- Each player is granted two "rooms" in a hallway, one for the base
and one full of tiberium. Units travel out of the room, down the
hall, and into the opponent's area.
SCM29EA - Money Factory *
- Each player starts in a corner of the map with a tiberium field
which is easy to defend. Your base forms a shield, defending
your harvesters from air or ground attacks.
Created 1996 by Jason Attard (B-P Llama) of LlamaTekk
LlamaTekk - Add-On levels, MOD music, Graphics & Stuff
London, Ontario, Canada







