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9-11-01
We Will Remember |
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| Map Name: |
| Bunker War |
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| Author: |
Papa Fatcheeks
(Click name to view all maps by this author, 1 total.)
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| Author URL: |
None specified |
| Mission Types: |
CTF, C&H |
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| File Name: |
BunkerWar.vl2 |
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| Downloads: |
4237 |
Players Must Download: |
Yes |
| File Size: |
514,035 bytes |
Custom Shapes: |
No |
| Terrain: |
Lush |
Custom Textures: |
No |
| Weather: |
Storming |
Day/Night: |
Night |
| Bot Support: |
Yes |
Upload Date: |
06/27/2001 |
| Description: |
This is my first map, so don't leave my butt smoking too bad. :)
Lush with a Low flight ceiling and Sanctuary base buildings with 4 inventory stations and 1 generator each. The emergency repair packs and flags are covered by team-only forcefields. There are 32 approx bunkers with inventory stations scattered throuought the map, the objective tower guarded by a lone sentry turret in the middle controls ALL OF THEM. The reason I did this was to cause EXTREME tension/havoc/chaos around the middle of the map I had envisioned this map to have 20-30 palyers. Tell me what you think of the tower controlling all of them. I will release a server side version later with some fixes if required (i.e. Make the bunkers controlled in groups/individually/100\% neutral,etc.) T-mail me with comments/suggestions! |
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Screenshots: (Click to open screenshot viewer)
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User Submitted Comments:
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| Grade: C | Submitted by: Aarakocra - 12/13/2001 11:12 4023 | | Ask, and ye shall recieve...
Said plainly, the idea is interesting, but the implimentation doesn't work out with a central control.
Comments:
First, there are far too many bunkers. Most will never be used because of the sheer number available.
Second, all of the bunkers are exactly the same, lending very little variety to the playing field. That allows play to become repetative.
Third, I would highly suggest removing the central control point. The bunkers are not really valuable enough as smart players will desstroy the stations in bunkers near their base, severly limiting their value for both teams.
Fourth - The Capture and Hold score limit is too high. Holding the objective from the start in a 30 minute game will still leave the owning team below halfway to the goal when time runs out.
Fifth - bots get stuck too easily, and their AI doesn't adjust to reflect the game. Bots in capture and hold ignore the objective and run to where the flag should be. Problem areas for bots: the bunker stations, the area immediately behind the objective, the flag stand in the enemy base.
Sixth - I know its been addressed, but the base turrets don't have barrels. If they are too powerful with AA turrets to start, then start them with mortar or plasma turrets. |
| Grade: None | Submitted by: Papa Fatcheeks - 07/18/2001 02:07 1431 | | OOOOKAY, 317 DLs, 1 comment. I'll take that as a I didn't care. Imean I just want suggestions, negative and positve as along as they are constructive. Please. |
| Grade: None | Submitted by: Star - 06/27/2001 11:06 1071 | | Yea, I did notice the lack of a barrel on the turrets but forgot to mention it. |
| Grade: None | Submitted by: Papa Fatcheeks - 06/27/2001 07:06 1062 | | I forgot to say that unless i'm mistaken the base turret on the bases begins with NO INITIAL BARREL, I typed in the correct things but the plasma barrel just isn't there (last time I checked.). And Star, if you thought getting over hte flagstand through the forcefield was rough, you should a seen us trying to go up the stairs in the tower through the orange forcefield that was in this map in the beta! you HAD TO USE YOUR JETS! and then the sentry turret slugged you unless it was neutral/yours (see why it was removed?). Enjoy! :) |
| Grade: B | Submitted by: Star - 06/27/2001 07:06 1061 | | I'll give you a "B" for your first map. If it wasn't your first map...well. I found a strange occurance on this map that had to do with the inventories/bunkers that were by the enemy base but under my control (since I had the objective). Those inventories would say "Not Powered" but would still give me what I wanted. Their generator was down so that might have some odd effect due to the bunkers' proximity to their base. I think the forcefield around the flag should be a little large since it is sometimes hard to get through the forcefield because of that troublesome little stand the flag is on. I really liked the repair pack inside the tiny forcefield cube. It ensures that the other team can't blow your gens and toss the repair pack somewhere where it won't be found. Good ideas implemented on this map. |
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