Crystal Shards by Dr. Pimento on May 30, 2002

Capture and Hold Capture the Flag Deathmatch Siege Volcanic Clear Bots Night

What can you do to destroy a Diamond Sword world? It already looks like Hell.. what's left to do to it? When the Diamond Sword troops came home, at first glance, everything was as they had left it. It soon became apparent, however, that nothing at all remained unsoiled by a pillaging Horde detachment. Even the air stank of the enemy, and few now will live, even on the sites of their homes.

Crystal Shards brings an interesting twist to gameplay. In all game types, the two main ForceField bridges are able to be brought down with a few well-placed shots: Defenders can drop the bridge and watch as their enemies plummit to their doom, or attackers can burn bridges behind them, and force enemy snipers to do the chasing while the Heavy Armor has to sit at home and sulk. All one must do is destroy one side of the bridge's pair of generators: they are linked in damage.

CTF is largely dependent on ones use of flares.. whoever holds the center base is in possesion of 4 missile turrets, in strategic placement to gun down high-flying Armors.

Perhaps, however, the most unique aspect of the map is its Siege game. In a twist to normal play, the objective is not to capture a FlipFlop, but rather to repair a destroyed base.

Offense and Defense both start in the same room, with ForceFields blocking all exits. Inventories belong to Defense, but the Offense has a safe Cache Room, with ample weapons and major packs therein. The first objective is to destroy the Generator in this room: the closed spaces and open Generator placement make for a melee like none other. If the Offense can keep the generator down for 30 seconds, the ForceFields come down, and they become the owners of the Stations.

Next is to capture the second base. Once the bridge to the Center is repaired, the Offense can move heavy troops across.. but they need some covering fire to protect the Center side of the bridge's generator pair. No sense in watching your teammates fall to their death, is there?

After the center is captured, it's on to the final stage. Just repair the two waypointed Generators, and the game is yours! Easy? Not by half. Fun? Yes. Again, be sure to guard the other side of the Bridge..

To aid players, there are in-game text prompts, and the waypoints will appear when it's time to focus on them.

Major thanks to Fragment, Golarth and Morgoth_Bauglir for testing, Dev for scripting (again) and StarStriker, for saying nice things about it.


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by Dr. Pimento on May 30, 2002 · Rating:

The bots only really work in CnH: other gametypes, and they seem to rather look at the lava than their opponent's eyes. I tried, though!

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

StarStriker.. if you like Bots, you'll *love* Broken Dreams.. if you want insanity, play Hunters on that map with max bots.. my *word* it's crazy. :)

by starstriker1 on May 31, 2002 · Rating:

Ooooo! Insanity... wait a sec, I get enough of that from my little brother :D. Keep these maps coming... they rock! But if you want my oppinion, make one of them a bit larger, and include vehicles :D. Unfortunatly, that effectively excludes any solo gametypes... big maps suck for DM, hunters, rabbit... etc.

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

Large? You got it. That's what I was planning for Phoenix.. and vehicles? How does two pads per team sound? ;) Plus.. with a bit o' scripting, I think I can make it a viable DM map, even. Stay tuned...

by starstriker1 on May 31, 2002 · Rating:

(Wipes drool off of keyboard). Would that scripting be something like decreasing mission boundaries when its solo? It amazing how you make it viable and fun for every game type... unfortunatly all of MY map ideas exclude all other gametypes by nature... I'd like to see my Siege map turn into a rabbit map! lol.

by Golarth on May 31, 2002 · Rating:

Looks great, but, it seems that if two people are repairing the Turret generator (siege) during the first round, it declares them the winners and skips the second round! I don't know if this happens with the station generator or some combination of the two though.

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

There. See, this is a reason for me to get cable modem: so I can test bizare situations like that! I can see why that'd be a problem.. I am working *right now* on a solution. Thanks!

by Dr. Pimento on June 2, 2002 · Rating:

It seems that this map is on the Rifleman server.. (is that name right? would someone check it for me?) If you want to get it in action, head there..

by Dr. Pimento on June 4, 2002 · Rating:

Alright. Just got an affirmative from Bytor: The update is in, and should have fixed the glitch.

by starstriker1 on June 4, 2002 · Rating:

Good job! Incorporating all those gametypes... and on such a sensitive map! Just one thing... this could easily support bounty (DM and bounty are the same to the mapper), and hunters may not fit in badly either. All-in-all, great design! The siege concept may be too complicated...

by Dr. Pimento on June 5, 2002 · Rating:

That is a very valid point, StarStriker.. I will be *sure* to incorporate it in my MapPack. (It will include all of this series, and feature updated versions of all the maps) Thanks!

by starstriker1 on June 8, 2002 · Rating:

One last thing... stay off the dynamix final map pack! Too few people have the pack, and that limits your adience a lot... I'm not sure if this one uses objects or terrains from the pack, but its something to be aware of for the future.

by Dr. Pimento on June 9, 2002 · Rating:

This map does *not* use the DFmP, and your caution is noted.. but I guess I don't have worry, since they didn't release a FinalMap on the Phoenix world, right? ;)

by CleverClothe on June 11, 2002 · Rating:

I don't think that 25,816 people is a "limited audience". Considering that the most any map has gotten is a little over 10,000.