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9-11-01
We Will Remember |
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| Map Name: |
| Red Planet |
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| Author: |
Stuart "Vovin" Presley
(Click name to view all maps by this author, 13 total.)
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| Author URL: |
http://www.vovin.com |
| Mission Types: |
Siege |
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| File Name: |
RedPlanet.vl2 |
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| Downloads: |
4903 |
Players Must Download: |
Yes |
| File Size: |
861,276 bytes |
Custom Shapes: |
No |
| Terrain: |
Other |
Custom Textures: |
No |
| Weather: |
Clear |
Day/Night: |
Night |
| Bot Support: |
Yes |
Upload Date: |
06/02/01 |
| Description: |
Red Planet is somewhat of a proof of concept map that I wanted to make for myself. Combined with limited T2 Scripting the map enables two unique situations during the Siege play. 1) The Offensive team will start a small distance from their main base, next to an active mobile base unit. After their initial spawn, all subsequent spawns will occur at the base. This is to provide the defensive team a bit of time before the initial strike while limiting the distance between subsequent spawns. 2) The Offensive team will be able to tackle the three main objectives (destroy the generators) in any order. Once an objective has been completed, a forcefield will appear cutting off the defensive team from being able to repair the generator. After the three objectives are completed the forcefield surrounding the control switch will be disabled. Expect heavier and heavier defenses as the objective list gets smaller. I'd like to have a better way to disable the repairing of the generators but haven't taken time to figure it out just yet. I hope this will be a good base for mappers to start branching out into adding some additional scripting into the maps. This map also includes a fixed and extended Tribes2 Random Static-Shape placement script for mapmakers. The function name is RandomObj();. From the console type RandomObj(); to get instructions on use. |
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Screenshots: (Click to open screenshot viewer)
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Staff Reviews of this Map:
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| Reviewer |
Score |
Date |
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| PJ |
90% |
07/25/01 |
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User Submitted Comments:
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Grade: A
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Submitted by: Red Shifter - 07/26/01 00:24 1606
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This map is unlike any other, indeed. I played this map with PJ, Bytor, and a few people from DWS. The map was a great battle. I got mad at my team when two of our generators went down in the first two minutes of battle, though. The map was then a huge adrenaline rush, for both the Defense and the Offense. (just a little further, we can do it!) It is very possible to defend the base, if you have a competent defense. I do disagree with the "Never Repair Generator" rule, however. I think that it would be better if a generator was allowed to be repaired five minutes after it was first destroyed. My nearly singlehanded defense kept my team alive for about nine minutes, until PJ shattered the generator with a couple of mortars. There should be a chance for the defense to make a comeback, but a minimal chance in that. No matter how you add it all up, this map was made extremely well. While it has it faults, this map is one of the best custom Siege maps to date.
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Grade: A
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Submitted by: Nefilim - 07/25/01 13:05 1591
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While I dont particularly like the idea of not being able to repair the gens, and the fact that the terrain doesnt tile very well... This map is still one of the very best out there. The terrain work is amazing, and the object placement as well, it really gives you a beliveable atmosphere, and it is an absolute blast to play. The first 2 comments are all that kept it from an A+. VERY well done Vovin.
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Grade: B
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Submitted by: Stuart "Vovin" Presley - 06/14/01 04:23 816
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Just to note, future maps that incorporate similar tactics on my part will now have generators that remain disabled and will no longer use forcefields for this effect. See Mordor for an example.
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Grade: A-
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Submitted by: Josh - 06/13/01 22:59 813
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The map itself is great, but really the shields do nothing. If you have someone from your team in there when they go up you can repair them right away, also you can switch over to the other team repair the gen {since the O team can go through the shields} and then switch right back to D.
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Grade: A
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Submitted by: Subnubilus - 06/13/01 01:48 800
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Wow, I love the terrain!
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Grade: A+
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Submitted by: Strategist - 06/04/01 15:52 689
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Great map. About keeping the generators offline: There was a tag in T1 that specified whether or not an object disappeared after being destroyed. If you could find its equivelant for T2, the generators would disappear after being destroyed. You might even be able to use the same tag used in T1 for T2.
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Grade: A+
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Submitted by: Eliza the Flygirl - 06/04/01 04:27 685
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Vovin is the best mapper out there.I'm not @$$ kissing, but Ive downloaded ALL of his maps and they are great, I think Dynamix needs to offer him a job. As long as his name is on a map I'll download it. Once again Vovin comes thru with another great map. Good Job!
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Grade: A+
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Submitted by: NoFiX - 06/03/01 08:35 672
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Why do people submit screenshots, like this, when you can't even distinguish anything because of the darkness?
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Grade: A
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Submitted by: TseTse - 06/02/01 17:28 658
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I agree. Vovin has expanded T2 here, with some great concepts at work. fun fun fun, with bot support too. siege fans must check it out for sure.
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Grade: A
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Submitted by: v5planet - 06/02/01 14:57 657
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Wow. That's all I have to say: Wow. This map is awesome.
The scripting is unique, if not maybe a bit strange, and this is what kept it from getting an A+:
If the defenders can't repair their gens, then you should've at least let them deploy more turrets with a scrip or whatnot. Or put more base turrets (any for that matter) that would prevent people from just raping the base. 'Cause once those gens are gone, they're gone for good.
But aside from that, this is a great map, with a cool atmosphere and a lot of polilsh. Great work!
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