Vestige by dr boom on February 14, 2004

Siege Desert Foggy Client Side Custom Textures Custom Shapes

"As lava and deadly gases rise slowly over the dying planet, two teams battle over the last vestige of shelter"

I have been promising my wife that this is my last map for T2. I am putting this here so she believes me this time.(Good thing Vengeance is around the corner :)) I have always wanted to make a siege map, so here it is.

The map itself is fairly small.

[Defense]
The forward generator powers all external defenses.
There are two solar panels that power all base stations.
The basement generator powers the forcefield guarding the switch.
Assets can be repaired.
Vehicle-Shrike
[Offense]
Starts low, use terrain and fog to your advantage.
No generator, but base assets are destroyable...there is a repair pack.
Vehicle-Havoc.

Special thanks to the T2 mapping community, keep on mapping! I hope you enjoy this map.

Kudos:
Bytor--enough said
Sparky--teleporters
Infamous Butcher--ScorpDirt05 ground texture.


Comments

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by Riavan on February 15, 2004 · Rating:

Definatly the best map I have ever seen. The fog and terrain make it seem like a dream. The interiors are very impressive to. This is one of those maps thats they should make a new update just so people can experience it.

by dr boom on February 15, 2004 · Rating:

Thanks for the gracious comments.

Do not try to run this map with bots. There is a 0kb NAV file (used to save on size). You may get a UE if you leave them enabled. (Thanks for the heads up Lagg!)

by starstriker1 on February 16, 2004 · Rating:

Excuse me... I'll download and test the map once I've managed to rip my eyes away from the pretty screenshots...

by Q-Ice on February 16, 2004 · Rating:

Very nice base design for the defenders, I originally thought that the ramps were steps, but ramps work just as well will less WCing involved. The whole base has a very earthy feel to it. I like the green columns and lights they look a lot better than the ones in the screenshots in the misc. forum. The layout of the base can be confusing at first, but it is easily understood after a quick walkthrough. Defensive wise, with the only means of enemy entrance at the rear of the V-pad, makes for some intense fighting. The problems: I see problems with the turrets on both sides, I don't know if your intention was to make them not very useful,(as the defense should be left to the players and not solely relying on the turrets) but with the poor sensor coverage, even more on the attacker's side, if you kill the attacker's sensor, the turrets won't lock on in most situations, leaving the attacker's havok defenseless and likely to be shot down into the very pretty lava. Also the one lone aa turret on the column in the lava suffers from the same sensor problem. Overall it is a very nicely designed map, with no "easy" route to the defender's base. The skybox looks nice as well and the terrain actually looks like real cliffs instead on someone stretching the textures to outrageous heights. Aside from the small problems with turrets, the map is great and I am sure it is fun to play with a lot of people.

by dr boom on February 17, 2004 · Rating:

Oops, I should have mentioned that the front generator powers the external shields as well. Yeah, turrets are there to basically to make it difficult for the quick frontal assault, with some perimeter mortars for those sneaky ground pounders.

by kLUMSY bOT on February 18, 2004 · Rating:

i would question the use of terrain to make cliffs, but the quality of interiors counters that. pity about the bot nave, but its the idea that counts :D. this is a beautiful map, you've managed to create a "feel" which is very rare in interior design, although one of the most integral parts.... looking forwards to seeing you map in t:v!

by starstriker1 on February 18, 2004 · Rating:

Very, very, VERY pretty. I can't make comments on how well it plays, yet, but I've seen enough. The time that must have gone into that base, and the terrain is enough to warrant the grade.