---- 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
