Map Details for Fort Knox II |
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Fort Knox II is a heavily defended fortress that will really put your teamwork to the test. Each base has 2 built in teleporters for easy access to the generators, flag and vehicle stations. There is only one entrance to the base, but if you manage to take down the generators, all the forcefielded windows will open up for easy access to the base. |
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Screenshots for Fort Knox II |
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Comments for Fort Knox II Add Comment |
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Grade: B+ » Submitted by Amorrer on 04/09/02without playing it yet , i can grade it at least B because of the screenshots, well the base if you can call it a base is well design but for that its better to use costomes shapes, see point, well i dont know how to do costome shapes yet, but ask to some other mapper! But your idea is great...good for in selection of the screenshots Grade: None » Submitted by Deathscythe~40 on 04/09/02Good googly moogly! thats a freakin base!!! *drool* Grade: A- » Submitted by Iczer3 on 04/09/02Not bad at all... Again, for most mods the flag room is a defender's dream. Plenty of wide-open areas to battle and set up hidden turrets. This will not be an easy cap for you or your opponents with the base turret right next to the flag and only one entrance to the upper base which is guarded by one lone sentry turret... But that's not all! There is a large platform on which there is one AA turret and two plasma turrets! You cappers will need some heavy help with these turrets, they will burn many of you to cinders... The bases (as I preveously mentioned) are massive. The gen room will instantly give you an idea on just how massive they are. Keep the image of Sanctuary's gen room in your head when you peer into the depths of this base. The three bunkers in the flag room are perfect for the defense to set remote stations up in, and even better for defensive snipers to hide inside the center bunker/flag stand and snipe any oncomers. As mentioned below, the teleporters do not work for some reason, but it really doesn't hinder gameplay much at all. The only hinderence here is (probably my computer... I neeeeeeed a new vid card...) but when the power is hit, your FPS will drop as well. Kik, this is another map that you should include into the |TE| server rotation, and it's even SS! Iczer3, signing off and goin to bed! Grade: None » Submitted by Nelix on 04/08/02Not sure why the teleporters aren't working for some people, I have this running on 2 different servers with no problems. The NewTeleporter.cs script is included with the Map. It is the Teleporter code written by Sparky, and I have used it neumerous times before. I will look into it. Grade: None » Submitted by Iczer3 on 04/08/02Ooooooboy, from the looks of SS2 this map will be a doozy for any would-be cappers and a massive amount of fun for the defenders... But i'm gonna have to agree that normally in a base game teleporters won't work unless you include the script with the map (just ask Akira, TseTse and many other mappers out there that have teles that work well) |
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Grade: None » Submitted by CleverClothe on 04/16/02
Why do some people grade without even playing the map??? And I think the bases are built as they are to keep it SS. And this is actually some pretty good construction.