Map Details for Necropolis |
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This is the second map I made, but the first to be released. All is about an egypt design and terrain with a wide open dune landcape, forgotten temples and pyramids. Instead writing a completely new text, I just post the map readme file that explains the gameplay mechanics (This file is also included in the vl2): Necropolis Info: Credits: - Map and prefabs by Morgoth Bauglir - prefab textures from Tribes 2 desert tileset - C&H code for siege by Sparky - VehicleAdjust code and GenOverride code by Morgoth Bauglir THX to: - A Tiny Fishie for awesome scripting help and putting the map on the pond server - Sparky for the cool code he made and posted in the Tribes2Maps forum - everyone else who helped me in any way - all the downloaders and testers Map Version: 1.0 final Gameplay mechanics and objectives: - The Switch os located in a great pyramid. There are two forcefileds that protect it. The first is covering the entrance of the pyramid and is powered by the Pyramid Access Generator. The second forcefield is powered by the Sarcophagus Generator. This one is located inside the switch pyramid. To destroy it you must shoot inside the sarcophagus. - The defense's equipment system is powered by the two equipment gens. They are both in the same building. It also powers the defense's vehicle station. - Around the map are four Tombs. Both teams can capture them and gain the inventory stations and the equipment inside. All Tombs are protected by a forcefield that belongs to the team that owns the Tomb. Enemy forcefields and forcefileds of unclaimed Tombs cannot be passed. All forcefields are powered by the Tomb Access Generator. If you want to capture a Tomb, you must destroy the generator. Watch your own tombs during that time, they are no longer protected. Once you claimed enough Tombs or you want to secure them repair the Tomb Access Generator. The generator is online at the beginning of the map, so you have to go for it when you want to capture Tombs. - Defense has access to 3 MPBs, 4 Wildcats and 1 Havoc - Offense has access to 3 MPBs, 4 Wildcats, 1 Havoc and 4 Tanks - There are at least 6 Spider clamp- and Landspike Turrets available for each Team. I hope this explains the map a bit and you enjoy plaing it, though it truly is a bit complex. |
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Screenshots for Necropolis |
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Comments for Necropolis Add Comment |
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Grade: A+ » Submitted by Celios on 08/21/02As soon as I started playing this map on pond today, I told Morgoth what my score would be. There are some things in life that come out and slap you in the face. This is one of them. There's nothing about this mission that I don't love. The custom Egyptian ForceFields, the CnH side of the siege map, the awesome attention to detail, the mystic and ancient aura (I beleive someone made a reference to the similarity to the Stargate movie's character and I have to agree), as well as the downright playability of the map. The idea of preventing 20 heavies from spamming a few rooms and holding off the other team indefinetely has gotten to be a problem in siege on both the offencive and defensive side. I'm glad to say that Morgoth has brought us the perfect solution. Both teams spawn in normal armor with no inventory stations immediately accesible. Teams have to decide if they're gonna try to capture a tomb for it's assets or roam the secretive and hidden weapons and items caches dug into the ancient hillside of the mysterious desert. This is one of the mission's finest points. The style of play is utterly up to the members of both teams. Will someone take a light armor with an energy pack and try to capture tombs or will they try to set up a mini base with an MPB and turrets in one of the mysterious and secretive valleys? Client Side maps are the heart and soul of creative maps. I can't wait to see what Morgoth will turn out next. Map of the week anyone? Grade: A+ » Submitted by DSEZKiller on 07/09/02great map morg PPL NEED TO DOWNLOAD THIS SO WE CAN GET A GOOD GAME GOIN ON THE POND Grade: None » Submitted by Hundin666 on 06/30/02Guess how big of a Llama I am. I didn't even notice that you submitted this untill I checked my t-mail. I will come back with a grade in a few. Grade: None » Submitted by Q-Ice on 06/28/02Does this map remind anyone about the movie Stargate? Nice custom designs! :) Grade: None » Submitted by Alundra on 06/22/02The whole CnH Siege thing is a strange idea. Though I think depriving the attackers of invis, forcing them to take control of a base is a very bad thing. This is because when they go off to a base they control, they start to split off on their own and not use teamwork to attack together. Also the bases are very small and un-detail. But their atleast better than Red Shifters in S/C. But it is CS siege and that's all that counts :p. Keep at it. Grade: None » Submitted by Lead Falcon on 06/20/02Looks awesome... I like the abandoned temple sorta look in the screenshots. My next map (almost finished) has obelisks too hehe... It's kinda late right now but I'll DL it and check it out tomorrow =) |
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Grade: A+ » Submitted by a tiny fishie on 12/09/02
fantastic map for large-scale action. the landscape is very appropriate and the interesting combination of C&H with Siege works well. the custom forcefields are awesome! overall: great job!