Map Details for Kings Run |
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The King's Run. Whomever pulls the flag from its stand becomes king of all the land. You must defend your crown at all cost. With attackers coming in fast, you must be faster to get to safe territory. Should the attackers get your crown, all is lost. You (the defense) control a string of bases near the edge of your lands. The Crown(the flag) starts at the farthest base. It will take a coordinated effort to bring it to your final stronghold, all the while your territory diminishing to the advancing offense. Push back the invading army and restore glory to your King and Crown! |
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Screenshots for Kings Run |
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Comments for Kings Run Add Comment |
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Grade: A+ » Submitted by Celios on 10/14/04Forgot to rate this back in the day. One of my favorite Siege maps :) Grade: None » Submitted by Red Shifter on 12/17/03Unlike Paint it Black, I still stand by my comments on this map. This map is horribly biased towards defensive gameplay. You can't even strip a flag with a concussion grenade. A relentless assault is the only way you will ever see the flag. Grade: None » Submitted by Paint it Black on 10/24/03I'm sorry for the grade I gave the map now. I often have a lot of fun on this map now, despite its flaws. Grade: None » Submitted by Mr Tagomi on 08/03/03'Celios' suggestion' was actually aired by myself quite some time previous to his post, in the recesses of the pond forums :p :p :p Grade: A- » Submitted by Thecarisonfire on 08/01/03Cool idea, but sometimes to short caps make it a bit boring. Grade: None » Submitted by Paint it Black on 07/29/03Perhaps you could also limit the weapons? I'd love to see a map on the Pond with no grenade launcher/chaingun. (I'd say shocklance too, but it's not a huge problem on this map). This plus the suggestion from Celios should help to balance the map. Grade: None » Submitted by Celios on 07/27/03I have a solution for the camping issue at least (to prevent the large margin between caps.) Make it so the defense cannot enter a bunker until the previous one has been taken over by the offense. For example, the D couldn't enter the 3rd bunker until the 2nd one goes down. The D would likewise be unable to go straight to the final gen to camp until the 3rd gen is taken down. This would keep the flag-holder on the move constantly and would prevent early camping. The idea would then be to intercept the capper as he is moving from bunker to bunker, until he is eventually cornered by the O. Grade: B- » Submitted by Paint it Black on 07/27/03The concept behind this map is fascinating, although I think the design of the map could be a lot better. (As Verna has shown us, 7 second caps are not so fun). Grade: None » Submitted by Golarth on 07/24/03As for the 7sec. cap, that may have been the old version where the flag was exposed. Even so, this map was designed so the defense would have to know what they're doing. Red, you mean when people skip most of the middle bases, leaving the main battle for the final base right? While I would rather the middle bases be more useful, I don't want to make too many drastic changes at this point. This is almost a new gametype so making a successful map will take some experimentation. Grade: C » Submitted by Red Shifter on 07/24/03This is an amazing idea in theory. In practice, however, this map sucks. Not only does Verna hold the record for the cap, which is something that should never happen in the first place :) but the base layouts make it far too easy to camp with the flag. |
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Grade: A+ » Submitted by Sfphinx on 04/07/05
Even though it is possible for a 7 second cap, the possibility of it happening now that people are more skilled at the map is very good. This map is just plain fun. Especially for light cloakers. :)