This is a new twist on CTF. Both flags are in the center of the map surrounded by a massive forcefield wall (screen 1). On either end of the wall are defensive missile turrets (screen 2) which are controled by east and west bound objectives. The focus is to control both of those objs, or to defend your flag the best you can in flight. Extra air support can be found on the nearby floating stations (screen 3). The flag timeout has been raised to 2 mins. So if your flag is lost (or if you drop the flag) you have tons of time to navigate the massive flight arena to get it. Also meaning that if your flag is taken, you have to get it yourself.
I thought of using a neutral flag in the center and playing a bit of football. But that has been done and it makes it more interesting having everyone converge on the center and try to cap. Teamwork is a must; Havocs with missile assualts and a few scouts perhaps, shrike escorts and the like. It has been mainly aimed and produced for the Meltdown Series of mods (Meltdown 2, Meltdown Classic, Meltdown Extreme) and the newest addtion to the Keen legacy: Terminal Velocity. It is still in a beta form due to a console error when looking towards the center (screen 4) making it a bit laggy on slower machines. Any type of vehicle mod will enjoy this map.
Comments
Add Commentforgot to mention; i must
by Deathscythe~40 on February 2, 2003 Permalink · Rating:forgot to mention; i must give credit to zod for the "dreadSpawn" script that allows you to use this map =] mapsupport script is included incase you dont have it.
O.o you ain't kidding that
by Iczer3 on February 3, 2003 Permalink · Rating:O.o you ain't kidding that the FF wall is massive... I'll test it a bit on my server when I get home (if at all today, I dunno, I'm out for quite some time due to arrangements with relatives to take them shopping)
I think this is the first
by CleverClothe on February 3, 2003 Permalink · Rating:I think this is the first rats map for T2. Oooo...
Yea, I was remanicing (god i
by Deathscythe~40 on February 5, 2003 Permalink · Rating:Yea, I was remanicing (god i cant spell) a bit playing some good 'ol UT and was playin some of the "oversized household room" levels like "DM-BathroomExtreme" and thought i would make one for T2. As i said this is aimed for more of a (air)vehicle oriented mod in mind. (Meltdown Classic, Meltdown 2, Meltdown Extreme, and SKY WARS: Terminal Velocity). I have another one coming accordingly titled: Terminal Velocity which uses the same concept as this..but even bigger and with more objectives and other goodies to play with. I does have a nasty bug wherein it floods the console but it doesn't seem to cause a problem as long as the host is dedicated. (tested with mah buddy =PoopyPantz=) thanks poops =] but overall seems to run pretty good granted you dont have a decrepit computer. I made sort of a hacky script for the flag return delay...ill make a fair assumption that it unloads itself properly. i tested it and it seemed like it did. Not really looking for a grade, just ppl were b*tchin at me to get this uploaded somewhere, so here it is. sorry Bytor, im just using you for your bandwith =P
Why can't someone make more
by Iczer3 on February 5, 2003 Permalink · Rating:Why can't someone make more maps in the "real world" like theme where we're the size of rats? Counter-Strike, Quake 3: Arena, Unreal Tournament, all of them have TONS of 'rat-sized' real world maps... (take Padman from Q3 mapping fame, he's made maps based off bathrooms, kitchens, living rooms, computer rooms, etc...)
oh yeah, I'll test the map tonight. I've got very little to do. ;)
Definately not bad, but it
by Iczer3 on February 7, 2003 Permalink · Rating:Definately not bad, but it seems somewhat barren... (i'm in class now, so I'll keep it short) The overall size of the map is IMMENSE. Both sides start up on top of this small TR2-inspired station hovel with a ramp leading down to a Vbay. You're, at this point, PRETTY DARN HIGH UP IN ELEVATION. You fall? Get ready to be hurtin, it'll be a slow fall (think Maroon Bells), but it'll hurt like hell. Even inside a shrike it felt like I was going only 20MPH, even though my HUD said I was going over 240MPH... That's just how massive this map's enviroment is. The flags are pretty difficult to defend if you think about it, they're just suspended in midair in one of the bunkers from Dangerous Crossing tipped on it's side. There are a total of 4 switches too, one on each cardinal direction of the compass from the flag. To the sides of the FF are 2 bunkers suspened on the wall which house two of these switches. The other two are inside aerial bases, which are sort of difficult to find the entrance to (you need to jet up to a walkway where you can jump down into the chute). THESE are pretty easy to defend due to two things: 1 is the overall area you can set turrets and whatnot up on and the second is the 'maze'-like structure to the switch house. But gaining control of the two aerial bases is fairly important, you'll gain control of two more Vbays which are in close proximity to the flags.
The only thing I was a bit disappointed about was the lack of eyecandy... The FPS level (at least for me) fluxed between 40 and 90 (running off my new Gainward GeForce4 Ti 4800) so it *might* be a bit of a problem for the lower end users. The interesting thing is that the speed picks up quite a bit when you're on the two aerial bases. Where-as the rest of the map makes it feel like you're moving through jello, the aerial bases show less of the rest of the map due to their size, therefor making the speed you move at much quicker/normal.
THAT was short? =] well one
by Deathscythe~40 on February 8, 2003 Permalink · Rating:THAT was short? =] well one comment is that i kept eyecandy OUT due to the already low FPS if your on slow 'puters, and the mods that they are aimed towards already have that built in =P secondly, the size is to give breathing room to the excessively faster vehicles in these mods. there are a few bugs that need to be fixed (yet i dont know if they can be fixed) one of the aerial bases you "vanish" when you enter it; of course the console spam bug; and perhaps a better use of space so that there arent only 3-4 routes to the flag and obj's. thanks icy, i can always count on you for comments =]
Well, I guess that was a bit
by Iczer3 on February 9, 2003 Permalink · Rating:Well, I guess that was a bit long... My prof got a bit longwinded on some matter not to do with my Human Resources class... ;)
This beta map should not have
by Lexor on March 18, 2004 Permalink · Rating:This beta map should not have been submitted.
First of all, you're re-writing base code for the CTF gametype Scthe, and that obliterates points in mods like Rev.
Second, you are using an older AlternateSpawn system by ZOD, he has updated it. But this isn't a huge problem -- the huge problem is that you didn't set any spawn points for Team2.
Otherwise, a good concept. The only other suggestion would be to add some frames of reference (even some banners) to show players that they're not in space-time warp.
If you're not mapping anymore I may get around to working on the map a bit and getting it playable. People should *not* put this beta on their servers.
Your right, i shouldnt have..
by Deathscythe~40 on November 7, 2004 Permalink · Rating:Your right, i shouldnt have...wow, this is a LONG time after. I only put it up as a download location for others to test when i didnt have an FTP or broadband. now that i have both of my own i dont need it :P People, dont download this map ;]