HALO by alingis on November 1, 2001

Siege Badlands Clear Night

There are several safe attack routes, but the quickest is from above. From the drop platform, attackers need to be prepared for a less-than-soft landing. Direct assault is suicide unless defender's sensor network is neutralized. Three capping routes are protected by forcefields powered by remote generators. Enjoy.


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by Alundra on November 1, 2001 · Rating:

YES! Finnally we have some new siege map makers out thier.. so far I like both Desert Wind and this keep it up and maybe us Siege Makers can get users choice or map of week

by Red Shifter on November 2, 2001 · Rating:

Alundra, I noticed that you gave the map an A+ and you didn't even mention anything about the map. People shouldn't just get an A+ just because they made a map in a gametype that you like to play. BTW, I love Siege and I'm about to check this map out.

Red Shifter - The Legendary Cynic of Siege

by Red Shifter on November 2, 2001 · Rating:

This map, HALO, employs a very cool, although complicated idea. There are a few flaws that stop this map from working. First of all, there is NO description of the three paths that the offense can take to the switch, so I'll list them here: Approach from the North and blow up the North FF gen; approach from the South and blow up the South FF gen; or blow up both Shaft generators and plunge downward to the switch. Complicated ideas don't work if people don't know what the hell is going on. Remember that. Secondly, I have NO idea who would use the hovering platform above the defender's base. I guess a good capper could sit up there if he were approaching from the shaft path or something. Thirdly, and this is the biggest flaw from my point of view, the Offensive base is wide open to attack by the defenders. In Siege, you must make sure that the offensive base is closed to all attacks. The most injuring thing that a defense should be able to do is attack the vehicle pad, but it is possible to blow up ALL stations here. The fourth flaw is the positioning of the North and South generators. It seems that the location of these generators encourage "Cowboy Capping" where one person can do all the work. My above comments are not to say that this map fails miserably, however. This map introduces a completely new concept, with multiple paths to the switch. The concept of this map is truly unique. If most of the other flaws were worked out, this map would easily be at least an A- to me. Take my criticism and use it to make sure your next Siege maps are much better.

Red Shifter - The Legendary Cynic of Siege

by alingis on November 2, 2001 · Rating:

Red Shifter, Thank you for your input. As it turns out, I accidentally uploaded the wrong version earlier. The gens right by the switch are supposed to take down the Opposite ff's. My apologies to anybody who has already downloaded the map. The new *correct* version will be uploaded later tonight and will be available for dl by noon on Saturday. As for descriptions of routes, part of playing any map is figuring out your own routes. This I simply leave to the good folks of Tribes 2.

by )(ypersonic on November 3, 2001 · Rating:

I'll grade after the other version comes out, comments...hm.....turrets.....aren't.....very.....good...well....at least 300 of them aren't. Which might be an understatment ;P

by alingis on November 5, 2001 · Rating:

Ok, this version is now the correct version. Many thanks to Bytor for putting it in the right spot. Enjoy! And Hype, the point is to avoid the turrets, not run into them :)

by Alundra on January 8, 2002 · Rating:

woops it wasn't supposed to be an A+, I hate when I skip the Grade, and its put on an A+, I actully just think its too easy to beat, once you miss the turrets and all,but you should check out his maps to come... the one that will probably get the farthest is Convoy,but anyways, my real grade shoulda been a C+.