Warlords Wasteland by EEPROM on January 25, 2003

Capture the Flag Desert Storming Bots Client Side Custom Textures Custom Shapes

This is the second map in the Warlords series. This battle takes place on a planet once covered by thick green vegetation, lakes and rivers. After the great eruption of the planet’s core most of the land was turned to barren wasteland. The Warlords now fight for survival.

The main bases in this map are heavily defended with rocket and mortar turrets. I recommend sneaking into the dungeon and then make your way up to the gen room and take out the gen first. There are many secret passages in the main base interior.

When I first started out making this main base interior it was just to be a modified version of the main base from Compromise Line. I ended up building a whole new interior. Always seams to work out that way in the end. Hope you all enjoy this map. Tokrz made the sky box art for me a long time ago and I think it looks great. Also, this map looks best with vortex lighting turned off.


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by Red Five on January 27, 2003 · Rating:

An absolutely beautiful map that certianly deserves reviewing. I can't say how the gameplay will be until it is tested with a fair number of players, but I can comment on what I've seen so far. Tokrz's sky is simply gorgeous, and it fits the terrain well. As one would expect, EEPROM's buildings are amazing. Each part of the bases is well-done in exquisite detail, and the castles themselves are simply huge. EEPROM does an excellent job with the Phoenix desert-style bases, and his use of fiery particle emitters and iron bars adds a very Quake-ish feel. The buildings themselves don't offer much room for complaint, though the lighting in some areas is very dim, and I had to turn up my gamma a bit. Also, I fear that the multitude of corridors in the labyrinth-like bases may create a problem with flag carriers turtling deep inside. The bases are certianly well protected, built on steep hilltops and surrounded by turrets (I counted twelve on each team). This should make flag capping a serious challenge, though the flag room isn't as hard to reach as in Recalesence. The defenders shouldn't have much trouble though, and I wouldn't expect to see much heavy base rape in this map. On the other hand, these bases are heavenly for cloakers. The manifold dark passages are perfect hiding places, and a smart cloaker should be able to harass the enemy team for quite some time before being captured. A smart defense would take care to guard the side entrance very heavily to keep cloaked enemies from getting in. Another thing I noticed is the flying vehicle tunnel that leads out the side of the hill, something that we've seen before in Insurgence and Compromise line; it's starting to be a trend. The only other real issues I found with the bases themselves were mostly cosmetic, and since they were hard to illustrate without screenshots, I decided that it would be easier to inform EEPROM of them via an e-mail. The map itself has a couple problems I couldn't help noticing that certianly should be resolved. For one thing, the turrets and sensors need to be renamed (684 turret isn't a good nametag). More importantly, there are several inventory stations that don't seem to work at all. I discovered such stations in the generator rooms of each team, as well as in the Blood Eagle flag room and next to the Blood Eagle land-vehicle station. Fixing these stations should be a high-priority issue. There's not much else I can say, and once these problems are resolved, I feel that this map will be deserving of a better grade.

by Red Five on February 4, 2003 · Rating:

With the recent changes, this map is one of the best I have ever seen. The inventory bugs have been straightened out, and I notice that there are no longer stations in the flag room, something flag cappers will no doubt appreciate. The extra lighting in the secret passages is a boon while it is still dark enough in there to give cloakers an edge. The back entrance has also been edited and is much better looking. Likewise, the removal of the banners from the flag room makes getting around in there a lot easier. This map is definitely a ten, and it deserves map of the week.

by nutcracker on February 6, 2003 · Rating:

I'll have to agree with Red on this one, clearly the best map of T2 I've played. The size and flow of the interior and the amount of fire particles placed wins hands down. I couldn't keep my jaw shut playing this for the first time, superb. It must be said that this map is also resource heavy, a large drop in fps was noted playing this map. Great work though!

by liebestoter on May 10, 2004 · Rating:

marvalous!! simply marvalous!!! this is the most spectacular interior I have ever seen the first game I played I lost with 15 bots because I spent all of my time dungeon crawling and marvoling at the programing put into getting the dungeon just right and the no forcefields really is great and still chalenging but its design is tilted so much in favor of a good flyer that its not much fun unless you play at least an assult =)

by Saber15 on September 3, 2004 · Rating:

While MOST everything Is Good About This Map There Is One Problem, The lighting Its Way to Hard On your Eyes And You can Get Lost in 4 Meters of Darkness, How About Editing The Interiors Lighting(Mainly Dungion And some Flames) other Wise its a *VERY* Good Map