This Siege mission has 3 Solar Panels to gain access to the Defender’s Base. Two Main Generators as well as one Reserve Generator exposes the Switch. The Defenders are going to have to work hard in this mission. The Solar Panels power separately the Entrance Inventory Stations and their Force Fields. Spawns are linked to the Main Generators causing the Defenders to only Spawn Outside if they are down . The Reserve Generator is deep in the cellar and well Defended, it powers 2 Inventory Stations and a Sentry Turret. It will not be easy to Defended the Objective Switch if it is exposed.
Xerxes was created out of my desire to create a "Valley of the Kings" type of environment. What was created was a land of winding canyons where windblown sand rolls along the ground. A place of power, ancient and great.
Is this dramatic enough for you yet, or should I pour a little more literary heat into it? No? Well, we'll just get to the mechanics of the thing then.
Each team controls a Pillar Tomb base, which houses the main generator and six inventories. Just outside, one will find the flag in an obelisk.
Bastage is a fine example of what happens when a mapper plays way too much on two maps and decides to combine their core elements so he can save himself a bit of time. @_@
The terrain is basically a three-ridge system, with the middle ridge being flanked by two pools of stagnant water.
River Styx is, essentially, a remake of |HV|_Tex's "A River Runs Through It". Many balance issues were recognized when this saw play in the Blood Eagle Mini League, and this map seeks to correct them while being unique in its own right. The premise of the map (dead warriors fighting it out in Purgatory) has probably been done before, but I can guarantee in not as bombastic (or screwed up, depending on who you ask) a fashion.
Be sure to keep your eyes peeled for all sorts of, uh, "wholesome" activities going on in the mission.
A big thanks to Mercen4ry for the idea of the screaming souls. :D
Sledgehammer is my 7th and my last map. It was made with the intention that I bring a few new possibilities to siege as my parting gift. This is not an easy map! This may not be the last you see of the dropship...
Anyway: to bugs. I know that bots try to get through ffs. That cant be helped without some very messy bot scripting. Bots forget their tasks easily - nothing can be done either. The vehicles may have some difficulty moving off thier spawn locations - espically bomber and havoc. Just wiggle them around a bit.
Large dual gametype map, CTF and DnD. Capturable center objective "The Faukon" holds the only vehicle station. Heavily scripted Bot support code by Lagg_Alot.
Some gameplay altering scripting was done. You can dumbfire the Missile Launcher and it does not lock onto players, but the turret does. You can undeploy deployables simply by walking up to one, looking at it and pressing your pack key. This was put in because maybe you do not like where the bot placed something.
This is my second map, feel free to tear it apart. I know it's a large .mis file, there are certainly a lot of objects in the playing area but the framerate should be acceptable all around.
Nothing fancy, simple balanced-base CTF with a straightforward center objective.
Well just another attempt at a decent CTF, you will have to know how I did. I tried to keep this simple, here goes.
Each team has a base with a couple of inventory stations, one base turret, and one sensor array. There is a center objective that allows players to do something other then just try and cap the flag. It should encourage some nice dueling.
Not much else other then that.
Enjoy! Let me know what you think.