Map Details for Downhill v2 |
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This version is ment to replace/overwrite the origonal downhill map. The changes made we mostly suggested by players. THANKS! :). These changes include: -Objectives now have a waypoint including sequence number. -Fog density was increased slightly to improve frame rates. -Generator 1 was re-positioned so that the useless bots can now find it. -Bot intellegence was improved (deploys, attack sequence, ect), bots can now complete the mission on their own. -Generator 4 is no longer vulnerable to outside attack while the sheilds are up. -Defenders may now enter the command bunker. |
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Screenshots for Downhill v2 |
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Comments for Downhill v2 Add Comment |
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Grade: A » Submitted by AZ on 06/01/01This is the best user-made Seige map I have played so far. Excellent bot support and very challenging to capture. I like the idea of sequentially capturing the generators, it eliminates the frustration felt in maps like Guantlet, where you are running for the door and suddenly the forcefield goes back up. Then you have to go check every tower to see which one was repaired. Nice job. I also like the fact that the players don't have to download it. We need more maps liek this! :-) Grade: B- » Submitted by wow! ion.cannon on 06/01/01This map reminds me of what Gauntlet would have been like if the bunkers had turrets on them, if there was no option of attacking at the side door instead, and if you were forced to attack them sequentially, combined with the novelty of swooping down in on the base from above. Firstly, I would recommend that you get rid of the sentry turrets altogether. Sentry turrets in Tribes 2 are extreme overkill and having 6 of them in one map is very extreme, especially when one of them is placed on the outside of the building. Next, you really need to get rid of the gens being sequential. If you are going to have 5 different gens to attack, they need to just all be tied to one big forcefield around the switch. Forcing people to go from one gen to the next like that doesn't work well when you have 5 gens to kill... especially considering that each tower has turrets shooting at you as well. Things could get really nasty if someone decided to replace any of those turrets with missle barrels. You wouldn't even be able to use enough jet to slow yourself down enough to control your decent at all. Anyways, I don't want to completely rip your map apart. You have some nice ideas, and it really could work, but some of it just isn't really practical in a real match, let alone a disorganized pub game... and since your map doesn't come with the game you really need to aim for making it something fun to play on in a pub or else its never even going to see ogl. Grade: A » Submitted by TseTse on 05/30/01Great map. Have yet to play with a lot of live humans (I think I had 5-6 at one point), but it plays great. Can be fun to ML and snipe attackers in the air. The degree to which the "villagers" can mount a continued counter-offensive on the incoming airborne, the better. What seems to be "too easy" to attack quickly turns into an extremely challenging map to capture. Great job. |
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Grade: D+ » Submitted by holywarrior444 on 07/05/01
On the attackers side, the inventory stations are way to far from the start point. On the defenders side, there are WAY to many sentry turrets, and WAAAYYY to many generators to attack. Bye the time you got 1 gen down, 1 gen has ben repaired!