A night siege map. Defense has many turrets but offense has the advantage of blending into the darkness and short visability. Offense is also attacking from 3 directions
It is indeed very dark. The defender's base layout is quiet unique and bristling with turrets. It will take constant bomb runs to clear it out enough so that any internal progress can be made. Interesting air support.
Loved the darkness of it! You are a great mapper, Slamscape! Cylor IV is slightly better, but not much. Yes, a few too many turrets around. All in all, I loved it! Keep up the awesome work.
I updated the map on june 13th, I never realized how dark it was, it still has that night feel but now you can see a little bit better. I played it on a server with a bunch of people, it was kool seeing the offense suddenly appear as they entered the sensor range.
Nice map. But maybe a bit too dark? And your generator waypoints are messed up. You need to add a dynamix field like this: neeedsObjectiveWaypoint = "1" on the generators you want waypointed. I really liked how you can use the forcefields in the control tower as nightvision. :) I'm not sure if that was the intention, but they sure work that way. I liked how you used FF's as fence around the map. This map would have gotten a B+ if it wasn't for the waypoints.
Well the generator waypoints that are "messed up" as you say are intentional, those solar panels are important but they are not neccessary for the base to be captured, they just provide easier access to the capture point. I wanted them to have a waypoint but didn't want people to think they had to be destroyed in order to win...
Comments
Add CommentIt is indeed very dark. The
by Star on June 12, 2001 Permalink · Rating:It is indeed very dark. The defender's base layout is quiet unique and bristling with turrets. It will take constant bomb runs to clear it out enough so that any internal progress can be made. Interesting air support.
Loved the darkness of it! You
by spence on June 14, 2001 Permalink · Rating:Loved the darkness of it! You are a great mapper, Slamscape! Cylor IV is slightly better, but not much. Yes, a few too many turrets around. All in all, I loved it! Keep up the awesome work.
I updated the map on june
by Slamscape on June 14, 2001 Permalink · Rating:I updated the map on june 13th, I never realized how dark it was, it still has that night feel but now you can see a little bit better. I played it on a server with a bunch of people, it was kool seeing the offense suddenly appear as they entered the sensor range.
Way to many turrets on the
by holywarrior444 on July 5, 2001 Permalink · Rating:Way to many turrets on the defending side!!
Nice map. But maybe a bit too
by DarkFame on July 27, 2001 Permalink · Rating:Nice map. But maybe a bit too dark? And your generator waypoints are messed up. You need to add a dynamix field like this: neeedsObjectiveWaypoint = "1" on the generators you want waypointed. I really liked how you can use the forcefields in the control tower as nightvision. :) I'm not sure if that was the intention, but they sure work that way. I liked how you used FF's as fence around the map. This map would have gotten a B+ if it wasn't for the waypoints.
Well the generator waypoints
by Slamscape on July 27, 2001 Permalink · Rating:Well the generator waypoints that are "messed up" as you say are intentional, those solar panels are important but they are not neccessary for the base to be captured, they just provide easier access to the capture point. I wanted them to have a waypoint but didn't want people to think they had to be destroyed in order to win...
A little note: Every time I
by SkaMaster on August 15, 2001 Permalink · Rating:A little note: Every time I play this the fps is really really bad. Sorry, but it's true. I still love the map, though.
Look for a future map pack
by Slamscape on August 15, 2001 Permalink · Rating:Look for a future map pack with all my maps worked out for great balance and all your comments and critisims incorporated