Well after a long long long delay in getting the spawn graph to work. Go4it go it to finaly go.
So here is what my map is like.
the sheild generators are the ones that the attackers must kill before going into the base and hitting the switch in the upper room.
Some things that i changed since the spawn graphs worked was I put the weapons for the attackers under the AT-AT's because nobody ever spawns in them.
This map is an attempt at combining 3 map-types into one:
Vehicle centric - The offense starts out with a V-pad and has to fly to the first D bunker
Skiiable - When the first D bunker goes offline, the first O bunker comes online, and you can ski from there to the next D bunker.
Indoor - When the second D bunker goes offline, you can access and attempt to repair the Final Offensive Generator. When that comes online, it's an indoor battle from there on.
Not including Containment -Large-, which is just a remake of Containment, this is most likely my last map.
A remake of Containment, this version sports changes that will hopefully reduce spam and be better playable with larger teams and/or classic physics.
Changes from Containment are:
-Base is scaled to 125\%
-2 ways out of the offense base even with attic gen online.
-"Elevator" added to the first chute out of the offense base.
-Offense Hall Sentries removed, they hurt their team more than helped.
-Force Field layout changed, there are now more routes through the base and to the Main FF Gen.
-Only the Main FF Gen has to be down to get outside, but you can't cap from there unless all gens are dow
This is a simple CTF map I made on a whim. It's loosely based on the concept of Minotaur: a large, mostly underground base with a flag at each entrance. This version, however, is designed to accommodate more players. Rather than the comparatively linear Minotaur base, I utilized the labyrinthine Ultima Thule base, which is one of the most colossal bases and possibly the most labyrinthine in the game. Since this base also has a similar layout to the one in Minotaur (i.e.
I have been playing Katabatic alot lately and have become quite sick of having to constantly defend the gens. So folks I put an extra step in for the fatboy base raping campin in the basement = no vehicles jugs. If they wanna kill the gens they gotta kill another gen in a bunker by the vehicle pad which will drop a team only FF for the basement generators.
The mission takes place on a snow-covered planet. It was once used for mining, but was abandoned when the planet ran out of resources. When the workers were ordered to leave, it was decided that the equipment had depreciated so much that the cost to remove and transport it was too much. Mining machines, storage tanks, immense pipe networks and processing gear were all left.
The flags in this map are about 800m apart, and they sit fairly high above the ground. Each side has a remote base with a v-pad and a tunnel leading through a mountain from the main base to the remote base.
My first map
The offense starts a good distance away from the defending base, but has havoc transports and shrikes to make up for this.
The offense must first destroy the forcefield generator. The forcefields around the main base go down, leaving the base open for assault on the North and South generators. Once these are down, the switch, which is on top of a hill, must be captured
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.