Nebulus A7

The robots have breached the outer defenses! Time to hold the center!

  1. A7

    ⁽ᴵᴰᴳ⁾CaptainRussia94
    //Changelog A7

    //Added railing for the right upper spawn so only giants can shoot over it and removed the pillar
    //Added large health pack to the chokepoint near the rear of the map
    //changed small packs at the gate into medium ones, and moved them down so they have a bit of cover
    //moved rear left engie nest's teleporter to be in the important looking crate room
    //removed 1 way door at the front, replaced it with an opening doorway and also lowed the trigger for the hatch above so demos...
  2. Ab6-type 3

    ⁽ᴵᴰᴳ⁾CaptainRussia94
    fixed another mistake
  3. A6b-type 2

    ⁽ᴵᴰᴳ⁾CaptainRussia94
    added some mission changes
  4. A6b

    ⁽ᴵᴰᴳ⁾CaptainRussia94
    //Changelog A6b

    //Added a dynamic engienest on the bomb, and moved the rear nest's teleporter further away
    //Also swapped out bison spies with my grapple minelayer prototype
  5. Furtherpatched up missing icons

    ⁽ᴵᴰᴳ⁾CaptainRussia94
    ^
  6. Added the nav mesh

    ⁽ᴵᴰᴳ⁾CaptainRussia94
    that's it, it was missing
  7. A6-Much harder mission to push players back, and final version before B1?

    ⁽ᴵᴰᴳ⁾CaptainRussia94
    //Changelog A6

    //Map underwent a name change, forget to mention that previously!
    //added tutorial tidbit that triggers once during or after wave 2 that explains what losing A causes when you lose A
    //Tried to fix the Nav, again
    //added more ammo and health packs to the front, changed some others into larger forms
    //fixed floating tanks, hopefully
    //Added exit signs and upgrade signs where needed
    //added info_observer_point's, this is my first map to ever have them, yay!
    //added a few other...
  8. A5B

    ⁽ᴵᴰᴳ⁾CaptainRussia94
    Repacked the map this time
  9. A5, for posted for real this time!

    ⁽ᴵᴰᴳ⁾CaptainRussia94
    Read the previous post for the changes
  10. A5-greetings from the new PC!

    ⁽ᴵᴰᴳ⁾CaptainRussia94
    //Changelog A4B/A5

    //Added some cosmetic things to the map
    //moved the boss's weapons behind a protective wall so the players can't destroy them before the wave starts
    //moved the spies to wave 3 and wave 7

    //Wave 3-altered the wave to make it harder, broke into 2.5 subwaves, the first subwave melee heavies have uber medics, bumped up the 2nd subwave direct hits to 6 from 4, added giant scouts to start of the 2nd subwave
    //Wave 5-Pain train demoknights are now properly part of the first...