Skies Aflame by starstriker1 on May 31, 2002

Siege Volcanic Clear

This is my first seige map, and I hope I am introducing an entirely new style of siege gameplay. This map is based on heavy vehicle use... vehicles are vital to the attackers AND defense.

The defense has 5 generators, all of them on the outside of the base. This makes them very vulnerable to bomber fire or a dumped load of heavies. However, they are spread out enough so that no bomber can take out two or more in a single run.

At their disposal the defense has a hanger under the main base. This hanger contains 9 shrikes, most of which respawn. The hanger has a single AA turret for defense, and also holds an inventory station. In the hanger, I put the eyecandy of the map. You'll notice a shrike-under-repair with a repair pack beside it.

The hanger was built using plugs, bridges, walls, and stackables. This allowed me to make a custom building without World Craft. When viewed from a distance, it looks a bit blurry due to in-game texture clipping, but thats the price to pay for the serverside custom :).

The switch is in the top room of the defense base, with two AA turrets nearby. These turrets will help the defenders fend off enemy aircraft, but once the gens are down, they do nothing to defend the switch.

The defense can use missle launchers as a point defense, but intercepting incoming vehicles with shrikes is needed to keep the base alive.

The attackers have two v-bays, 3 turrets, a sensor, and inventory stations, but the base is open. Even then, these turrets are pretty much useless. The defense can not attack the enemy base, thanks to Red Shifter's anti-llama script.

Thanks go to Fragment for most of the testing.

I certainly hope I didn't disappoint the people waiting for my first seige maps release!


Comments

Add Comment

by Dr. Pimento on May 31, 2002 · Rating:

Oh yeah! I got the first download! Can't wait to try this map.. I'll be back soon with a rating. But if anyone comes before then.. take my word for it. This map is *great*!

by starstriker1 on May 31, 2002 · Rating:

Thanks. Im going to START on my next map tomorrow. You'll have to figure out what it is about later though... I'm keeping it a secret! Hehe...

by 0wN5 j00 on June 1, 2002 · Rating:

I thought that the map was good for a first time. Although, there were a lot of mistakes in the buildings and stuff like that. I know that you could do better than this.

by starstriker1 on June 1, 2002 · Rating:

Ok, before you start bashing the map, TELL ME whats wrong with the buildings. Your response didn't help. And I hope you know this is a server side map (as such looks arent important) and that the main action... actually, all of it... is OUTDOORS. Plus, you didn't grade me on the gameplay... thats what really counts.

by 0wN5 j00 on June 1, 2002 · Rating:

ACTUALLY! I played your map for about 30 min in MY server. And I graded it all together. I took the time too look at it and grade it. If you get all pissed because you think it's better than I said, sucks for you huh? I'm sorry if you disagree with my grade but it deserves what it got. You were careless in some of the textures that you selected and the whole "outside" attack concept is just crazy. You will be able to spam those babys like a mofo. Now get real and stop fussing over my grading. 3 0wN5

by starstriker1 on June 1, 2002 · Rating:

Need I mention that I didnt choose those textures? This is a SERVER SIDE map, so I can't select textures. Read the map description VERY carefully... it says how the defense should counter the "spamming".

by starstriker1 on June 1, 2002 · Rating:

How many gens can be hit by spamming? One? Two? Maybe one turret can be knocked out... what can they really hit? It won't be the most feasible tactic anyhow.BTW I designed this map with the idea that only a well organized team will be able to defend for long... otherwise it'll be a quick cap.

by starstriker1 on June 1, 2002 · Rating:

I have ONE grade so far... not near enough to tell how well I did. I need more than just 0wN5 j00's vote in order to tell how well I did.

by starstriker1 on June 2, 2002 · Rating:

Actually, this is my second map. However, this is my first SIEGE map. Anyways, thanks. I've already submitted it to a little fishie. Only time will tell if it goes on.

by Dr. Pimento on June 3, 2002 · Rating:

Nice map.. well done, as far as the Siege concept is concerned. For those who enjoy using vehicles, this map is excellent.. though HO and land-based defense won't have much at all to do but sit and launch missiles. (Which I, personally, find fun) Only a few problems.. first, a generator's back is pushed just a little to show in the basement.. looks a little odd, but you can't shoot it from inside. Second.. I couldn't find the defense's hanger for a while. Probly, that's just me being a klutz at navigating the building (I've never been inside it 'till now), but who knows. Third, none of the Generators/Inventories/Turrets have names.. they're all just "Generator", or "Inventory". Not a *bad* thing, for sure.. at least they're not "0078 Turret".. but just knocks a bit off of the "polish", you know? And finally, perhaps I missed something, but with the excellent inclusion of the Anti-Llama script, I was wondering why the defense has a sensor/Turret combination? Surely that's not required.. or maybe people in vehicles aren't killed by it.

That's my take.. overall, excellent execution of a brand-new way of playing Siege! Way to go, StarStriker.

by Dr. Pimento on June 3, 2002 · Rating:

Make that a "straight A"... just got done playing some more on it, and all I have to do to find the hanger is walk off the edge.. simple enough, but not when I thought I could get to it through the basement. :) The Shrike being repaired is simply awesome.. I like the use of stackables, and particle emitters.. makes it really, really nice. The Shrikes are all lined up perfectly, so I can afterburn straight out without crashing into the one next to me, and the opening just gets you right out to the action. Just one concern: would attackers be able to run a bomber and just dump a load of explosives in the hanger, destroying everything and terrorizing all scrambling pilots?

by starstriker1 on June 3, 2002 · Rating:

Actually, the hanger roof pretty much covers the shrikes. Maybe one or two shrikes could take damage... but not enough to stop anyone for more than 10 seconds. BTW, I am going to send an update to bytor that fixes a bug that a tiny fishie pointed out: I mess with global vehicle variables. Fishie supplied some code so I could get it on his server. I'll send the update sometime today (I'm in sick)

by starstriker1 on June 3, 2002 · Rating:

While I'm at it, I'll also fix up those minor bugs (no names on turrets, generator in wall, lowest entrance blocked off). Definetly will help! I should also decrease the visbility a bit so that the defense cant even see the offense base... they can right now. I'm on it...

by Dr. Pimento on June 3, 2002 · Rating:

Alright. Spent a while testing.. with a competent pilot, I laced in enough bombs to take out more than half the Shrikes. This isn't to say that people won't use it, or that it will stop others.. just consider this: Would you really feel too inclined to get a Shrike if the hanger had a habit of being bombed? I'm sure people will.. they can see those Thunderswords coming.. just a point to perhaps consider. A shield angling just a bit down over the hanger would eleminate the problem entirely.

by starstriker1 on June 3, 2002 · Rating:

Ah! That'll work well... thanks. I'll get that worked out, along with many other things. I just HAVE to make sure however, that the shield doesnt render the turret useless.

by starstriker1 on June 3, 2002 · Rating:

Submitting the update now. The following changes were made: Most stations, generators, and turrets have nametags. Forcefield over hanger. Hanger turret is elevated over the hanger. You can noe enter the hanger from the lower entrance. Various visual bugs (like generator through wall, and messy hanger walls) have been fixed. Mission area is smaller so that even though the attackers base is visable, it is out of shrike blaster range. THe missle turret gets rid of any pilots that get in range before the anti-llama script takes care of them. Most importantly, I implemented a little fishies script, so serevers do not have to worry about global variables being changed. Thats about it. I hope Bytor posts the new vl2 shortly!

by starstriker1 on June 3, 2002 · Rating:

Hmm... I think I'll send bytor some updated screenshots on a later date... the base looks cleaner, and has a few noticable features that I added.

by starstriker1 on June 10, 2002 · Rating:

I suppose the reason for the very few downloads is the fact that it's server side.. people arent as interested in SS maps... or they expect to see them on a server instead. Anyways, I submitted this map to the pond a while ago. Apparently, fishie is having some technical difficulties with his server. Its apparently a Linex Server, so its a bit unco-operative. Hope to see it on the pond soon!

by Red Shifter on June 21, 2002 · Rating:

There is something really screwed up about this map. After this map was run, people suddenly noticed some strange bugs. Shrikes were impossible to grab for some reason, and the limit said -1 remaining. I assume this has something to do with the vehicle coding you tried to do.

Red Shifter - The Legendary Cynic of Siege

by starstriker1 on July 27, 2002 · Rating:

Please, a bit more description. How is the base not well set up? I honestly can't help if the Dynamix base sucked, and if I only had pre existing objects to work with. So what exactly was wrong? I can understand the base falling quickly though...