This is the second map in the Warlords series. This battle takes place on a planet once covered by thick green vegetation, lakes and rivers. After the great eruption of the planet’s core most of the land was turned to barren wasteland. The Warlords now fight for survival.
The main bases in this map are heavily defended with rocket and mortar turrets. I recommend sneaking into the dungeon and then make your way up to the gen room and take out the gen first. There are many secret passages in the main base interior.
This is a little bit of a older school type map with fast skiing, smooth hills ,and a switch tower in the middle of the map. Theres also ForceField covering most of the vehicalstation so people cant kill you while your buying a vehicle unless there right behind you. For the switch tower I used one of the interiors off the Dynamix final map pack so you will need the dynamix final map pack for the map to work properly if you dont already have it. Each side is almost identical. Please Try out this map youll like it trust me. Cya
Thanks for downloading.
This CTF map is mostly water save for a few small islands. The best way to get around is to use vehicles. In fact trying to cap without an energy pack or a vehicle can be very difficult. There is a capturable base with vehicle pad, inventories and spawn field on a small island half way between team bases. The capturable base has the only vehicle pad that hosts land vehicles. The main base consists of two bunkers with inventories and turrets, each powered separately. So if one generator is destroyed, only one bunker, one turret and large sensor is disabled.
Perhaps another pile of trash from EEPROM. Due to the lack of internet access I have had in the past few months I have been focusing most of my mapping on single player missions with playable bot support. This is a first of a series of maps that will be coming out called the Warlords war pack. This war takes place in a huge crater on an ice planet. The fight is over a gem that contains a great power source. I’m sure those of you will lower end systems will experience fps problems and it has nothing to do with not knowing how to build interiors for T2.
I started this map last july, and just now I'm finally getting around to releasing it. This map is designed around a traditional Castle Siege, complete with working drawbridge. I tried to make it look good while still being server side and work well on older machines(It was playable on my old 500Mhz machine).
Gameplay goes as follows: The two base generators must be taken down to expose the forcefield generator. Once the forcefield gen is down, the switch is exposed for the cap.
Here you go again. More custom goodness from you know who.
Ok here's the layout. Each base consists of 4 structures.
1. The flag stand is the center of each base. Very open and exposed, but easily defended.
2. Behind the flag stand is the bunker. It contains 3 inventory stations and both generators as well as the emergency repair pack.
3. and 4. are the floating pods. Elevated on both sides of the flag stand these pods make perfect watch towers and sniper homes.
This map can be used for three game types; TR2, Siege and CTF. Theoretically, I could have done this without scripting but I decided to make some major changes to the map for each type.
I have included a script that omits creating a trigger for inventory stations that are specific for each game type based on the mission type of the station. I have also created a trigger that kills bots when they get “stuck” in the rivers(attempting to go against the flow). However it produces console spam and is rather untested.
1) This mission is proccessor intensive, due to graphics, and CPU load for AI management.
2) The "Dynamix Final Update" is required in order to play this mission.
Mission two in the Adumla Crisis series, Adumla Foothills places you in the position of defending what could be called a small fortress.