Hypothermia Planet Mechina by Fuel Injection on November 2, 2001

Capture the Flag Snow Snowing

In the lower area of Planet Mechina lays a Polar Ice cap that on a warm day is
minus 150 degrees below.
The war over the Planet caused a lot of destruction and the People have attempted a small rebuild.
With the skills of the Mechinist warriors, new technology has been brought to what was once a deserted land, and
life as it once was is now improving.

Highly secure bases have made for a tighter strategy to takeover. Air attacks are almost a daily thing.
A reserve shelter has been built ( The Ice House ) to protect against future wars. Capturable by either team
and can make for a key resource in the Win.

Big Thanks to Zod and Founder on help with this map.
Http://www.mechina.com/tribes

Psssst: Please leave a review after you download this Mission.


Comments

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by Synister on November 2, 2001 · Rating:

Pros: Great map.. 100\% on the water.. I always wandet to freez to death.. Great base placement.. the effects are unreal..
100\% mod friendly scripting..

Cons: Limited vehicles.. why have bridges with no land vehicles?

by Fuel Injection on November 2, 2001 · Rating:

The Bridges are for slight balance..
With the Hypothermia in the water, the bridges make it so Heavies can scale the land and not worry bout dying in the extreme cold fluid.

by Dev on November 2, 2001 · Rating:

Not quite 100\% mod friendly. Some of the things you are doing conflict with my function names. The first I noticed was teleporterEffect and I saw another one (can't remember right now) while looking through your .cs files.

by End_bringer on November 2, 2001 · Rating:

Pretty good map!
Teleports,moving doors\%turrets,Hypothemia....
work great!

But Flag defence is too hard....
FF around flag and 5 turrets!?
Impossible 2 get flag....

and all Vehicles should be available,
becoz terain of ur map is flat,that is good 4 ground vehicles.
If those suggetion r accepted,I will give A+.

by Fuel Injection on November 2, 2001 · Rating:

(Alot of Turrets) Map was made to be more of a team based map.. Gound Vehicles were removed even tho the ground is flat to keep the game at a faster pace.

Thanx for all your Grades.

by Sparky on November 2, 2001 · Rating:

Nice map,I liked the base layout and flag placement (capping will be very hard with a semi good defense)the placement of the vehicle pad and use of teleporters keeps the action spread out in more locations. For a first map you have done a good job, though there were a few item placement errors.I am flattered that you used my teleporter code for your (sorry for picking a function name that you used DEV! =) oh well)if you are interested there is an updated version of the teleporter code posted in the forum and in the future I would appreciate it if you left the credits in the script file(so DEV knows who to bitch at for using conflicting function names, man I just can't win) again GOOD JOB!

by DirtyDingo on November 5, 2001 · Rating:

I like all the nifty stuff. Couple of improvements would make it an A+ in my book. Turrets and doors should stop moving when power goes down. All vehicle types should be present. Remove some of the bridges that make no sense (like the ones going into sharp clifts). Add some sentry turrets inside the base. Something like one on each door and one in the gen room. Otherwise a very good map.

by FatesWebb on November 20, 2001 · Rating:

I think the fact that he included custom scripting rocks! and the water/hypothermia is elite. the moving turrets again are awesome. and the sparky tele or whoever is responsible for this is very cool. A heavy with ammo pack can do a lot of damage to the defenses... otherwise STAY OUT!!! yah this is cool map.