Area 73 by alingis on January 22, 2002

Siege Desert Clear

Area 73: An installation in the rocky mountains of Arona consisting of 13 bases, arial missile defenses and ground based intruder-repulsion systems. The installation control switch is out in the open, but is protected by 2 forcefields powered by generators located deep inside two of the bases. The problem for the attackers is that intel of the base is practically non-existant, and the generators must be found before they can be assaulted. Thus, attackers need to search and destroy in order to win.

The generators are not waypointed until they have been destroyed the first time. Thus, attackers must search each and every base in order to find the generators. Defenders have spawn points at both bases which have the generators inside, and the generators will also show up on the command screen. Defensive inventories are located deep within each of the bases; the defense generator powers every piece of equipment the defenders own. It is thus a useful, but not essencial objective for the attackers.

Oh, and by the way, the generators may not be in the same base they were in the last time....

Area 73 comes as a part of 5 new siege missions I am releasing to the T2 community. I hope you have as much fun playing this map as I had in creating it!


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by Alundra on January 25, 2002 · Rating:

Interesting consept, I like the new idea, and once again creativity of the map. Only you got a little slopy with this one. One thing that bugs me is that some of the bases have bad textures that shouldn't be shown but they are anway, but dunno how to really stop that except use your resorsefullness. If the defenders spawn near the 2 gens then it'll be very hard for the attackers, they can set up there D even before the attackers know where it is. Also that there are even turrets, and "Ground Defense" the map is just way to hard, but I didn't lower your grade to much cause is a KICK ACE Idea and just needs to be improved a bit, or polished. Though over all this map is very interesing, though very hard and needed a bit of going over, plus I get lighting problems with this one.

by Star on January 25, 2002 · Rating:

It's a good idea on paper. However, there are too many bases and it turns into a frantic search for the gens. Searching 13 massive bases for 2 gens isn't my idea of fun. Good idea, but implemented poorly.

by SiliconSamurai on January 29, 2002 · Rating:

Great concept and nice super massive map. I do not believe it is impossible to find the gens at all, in fact a couple shrike scouts and soemone watching the CC can easily locate the concentration of enemy units and where the gens may be located. I think its a bit hard to figure out where in the bases the gens should appear, but I am sure this will get easier with time. A great concept and I think it would be fun with 32 players.

by Red Shifter on October 27, 2002 · Rating:

This map has some great scripting in place, but that is nullified by the fact that the balance can be screwed up from round 1 to round 2. My recommendation is to keep the map the same both rounds and unhide the gens.

Red Shifter - The Legendary Cynic of Siege

by Ensign Munro on December 28, 2002 · Rating:

You know what would be interesting, making a script so that once the rounds change, the gens move to a different structure. That would balance the chances of the defending team finding the gens in the second round. If you can make a script like that, it would make the map a great one. I have downloaded it, but i have yet to play it. From what people have said in previous comments, it is suppose to be a good, but not great map. Once i play it, i will give it a rating.

by alingis on February 12, 2003 · Rating:

If I recall correctly, that is what the script does. Unfortunately, as Red noticed, this will occasionally make an attack easier for one team or the other. Perhaps someday I'll revisit this one...