Capture the Flag Lush Raining Bots Client Side
Fog of War is a map designed to provide incentive for teamwork. The river that divides the playing surface has low visibility, hence making it a staging ground for coordinated attackers seeking cover, or a flag runner looking to disappear for a few moments.
The WaterWay, a capturable center objective, provides an extra turret to aid in tracking down opposing players en route, and an inventory station to rearm passers-by.
Each team has a FarPost, situated across the water from the enemy's base, and provide a quick way to arm oneself, then launch a run upon the opposing base.
With the distance between structures, however, travel is usually slow; vehicles are desirable, and nearly invaluable to the larger Armors.
The base defense is medium to heavy, with two large turrets flanking the flag, so a strike team first taking out the problem areas will probably be a requirement to a successful flag cap.
The Dynamix Final Map Pack is required for this map.
This is my first map, and comments/suggestions are most sincerely requested.
Comments
Add CommentComments? Questions? I'll
by Dr. Pimento on March 31, 2002 Permalink · Rating:Comments? Questions? I'll never get any better without them...
hmmm, looks interesting.
by killbot on April 1, 2002 Permalink · Rating:hmmm, looks interesting.
Ooh.. a comment after all!
by Dr. Pimento on April 1, 2002 Permalink · Rating:Ooh.. a comment after all! At least I know it looks interesting.. but does anyone have some sort of pointers as to how I could design it better?
-Thanks
Honest, Killbot.. no sarcasm
by Dr. Pimento on April 1, 2002 Permalink · Rating:Honest, Killbot.. no sarcasm intended. Sorry if it came across that way...
Ooooo.... that looks great
by starstriker1 on June 3, 2002 Permalink · Rating:Ooooo.... that looks great from the screenshots. However, I don't heve the time to try it :(
Thanks for the screenshot
by Dr. Pimento on June 7, 2002 Permalink · Rating:Thanks for the screenshot review! Don't worry, I don't expect my maps to be taking up anyone's time, if the time isn't there. Thank you for stopping by..
This map is getting a review!
by paint_it_black on April 4, 2003 Permalink · Rating:This map is getting a review!
*Loads up map*
On first inspection of this
by paint_it_black on April 4, 2003 Permalink · Rating:On first inspection of this level things didn't look too good. As I swept around the map in observer mode it was apparent that there must have been some kind of rush to release it. There were lots of small blips which added up. The underwater buildings had a lot of terrain clogging them up, the flag was way off center, sunken inventries were common. The base had no need to be double waypointed and this cluttered the screen. It was clear that a lot more time could have been put in, just adding finishing touches to make it look like a complete map.
There were also other gameplay issues: The fog, which I felt could play a good tactical role in the game needed to be higher. Also, the actual visibility should have been turned down a bit to cater for lower end PC's.
However, I still found that this map had a lot of very interesting ideas which Dr. P continued and improved on in further maps.
The central objective actually plays a bigger role than I imagined it would. When the enemy has control of it, then a detour is neccessary when escaping with the flag, which could be vital.
There's also the flag layout which makes teamwork neccessary. Using a transport to carry in jugganauts initially and destroying the turret generator will give the flag capper a good chance of getting the flag. Then it's up to the team to escort the him/her over the channel.
This map is by no means brilliant, but it's a well thought out idea.
If it were tweaked a little bit (and it were server side) I can imagine it being popular on large match CTF servers.
Thank you, Mr. PiB. ^_^
by Dr. Pimento on September 28, 2005 Permalink · Rating:Thank you, Mr. PiB. ^_^