This Siege map is unusual in that it requires the offense to repair generators and the defense to go on the attack. The gameplay is split into two phases.
First Phase: The offense needs to capture the underground base. However, the only way down is a tunnel blocked by rocks. The offense must repair their Laser Drill and the Drill Generator (or one of the two solar
panels) in order to activate the drill. The more gens that are up, the faster the drilling progresses. (The drill gen provides 40\% drill power, each solar provides an additional 30\%.) The drill itself is very difficult to destroy once it is powered, but it can be taken down with some teamwork. The offense has two MPB's to use as invo stations and immobile turret defense. The defense begins in a base on the opposite side
of the map. They must keep the gens and drill disabled as often as possible. (i.e., The defense must constantly attack the offensive assets.) Players firing at the rocks will NOT hasten the drilling process.
If the drill destroys all the rocks, then the second phase begins...
Second Phase: The waypoints will change and a tone will sound to indicate that the second phase has begun. The defensive spawn moves underground as soon as the second phase begins. There are three gens in the underground base, all initially enabled. The switch (also in the base) is protected by forcefields powered by the three underground gens. Also, the gens power four defensive invo stations in the underground base.
Dance for teh win: The defense may also "dance" on the "DDR Pad" to power forcefields in the tunnel. (The DDR Pad is hidden in a small cave near the upper entrance to the underground base.) Each hop on a pad will power the respective forcefield for about 7 seconds. Once a tunnel forcefield goes down, the pad may be reactivated. If an enemy steps on an active pad, the respective tunnel forcefield will go down immediately. If
the pad is inactive when an offensive player steps on it, the pad will light but nothing else will happen. Each of the tunnel forcefields are "all-pass" forcefields, and they slow everyone equally.
Comments
Add CommentA very unique map. Not only
by Paint it Black on December 9, 2003 Permalink · Rating:A very unique map. Not only are the ideas behind it original, but it also plays very well.
This one guarantees a good
by Morgoth_Bauglir on December 11, 2003 Permalink · Rating:This one guarantees a good amount of playtime with quite unique map mechanics
VERY cool. I had a bit of
by starstriker1 on December 12, 2003 Permalink · Rating:VERY cool. I had a bit of trouble finding the auxilary gen, the first time. Also, I'm worried that the cleanup affected something, as turrets would not fire at players or vehicles afterwards.
i've run this map on my
by a tiny fishie on December 12, 2003 Permalink · Rating:i've run this map on my server for weeks without cleanup problems on the maps that follow. perhaps it was something else? email me if you can duplicate the problem, i'll be happy to fix it. thanks!
I hate to rate a friend's map
by Red Shifter on June 6, 2004 Permalink · Rating:I hate to rate a friend's map harshly, especially when I have so few friends among dedicated Siege players, but it must be done. This map plays in two phases. The first phase of gameplay usually sees mortar turrets, missile launchers, and mortar spampoints. The second phase of gameplay usually sees a massive set of forcefields so that newbies TK you, and spam that you wouldn't believe. Both phases suffer from horrible FPS loss, and the second phase suffers from horrible console spam. I'm sorry, a tiny fishie, but I can't give this map a good grade. Don't blame yourself: your ideas were great, but the implementation was too easy for experienced pond players to exploit.