Single stage payload map, in the desert, at night or twilight.
the story: theres a megalomaniac nut job who lives in the 'odd lodge'. He/She has corrupted the nearby monuments 'Black Rock Canyon' and 'The Devils Post-Pile' to his her own twisted purposes. The bastards on red team back him up from their fortress built above an old gas station. But he has also stupidly built a set of train tracks that run from an explosives warehouse right into the front door of his odd lodge, which the heros of blue team are going to try to exploit by running the, well you know.
I know I know big open map, bad. Night time, bad.
It hasnt been play tested yet but i have spent a LOT of time thinking strategy, its pretty close to being play-testable, so we will see how it works. But basically the idea is that both spawns command a total view of the map, which is meant to evoke a wide open desert expanse cut through with canyons, with the objective in the middle. Most of the action should occur in the (optimizable) canyons.
This is a response to my dislike of 'corridor' maps or games, and an attempt to make a map that is completely open yet doesn't devolve into chaotic free-for-all gameplay. I'm doing this by dividing territory vertically rather than horizontally- blus territory is primarily the canyons (where the tracks run) and reds is most of the open space above. Much thought has gone into sniper positions etc. But like I said it hasnt been play tested yet so I could be all wrong. :unsure:
to get it to play testable i think i need: 3d skybox, all rooms and doors functioning, optimization.
the story: theres a megalomaniac nut job who lives in the 'odd lodge'. He/She has corrupted the nearby monuments 'Black Rock Canyon' and 'The Devils Post-Pile' to his her own twisted purposes. The bastards on red team back him up from their fortress built above an old gas station. But he has also stupidly built a set of train tracks that run from an explosives warehouse right into the front door of his odd lodge, which the heros of blue team are going to try to exploit by running the, well you know.
I know I know big open map, bad. Night time, bad.
It hasnt been play tested yet but i have spent a LOT of time thinking strategy, its pretty close to being play-testable, so we will see how it works. But basically the idea is that both spawns command a total view of the map, which is meant to evoke a wide open desert expanse cut through with canyons, with the objective in the middle. Most of the action should occur in the (optimizable) canyons.
This is a response to my dislike of 'corridor' maps or games, and an attempt to make a map that is completely open yet doesn't devolve into chaotic free-for-all gameplay. I'm doing this by dividing territory vertically rather than horizontally- blus territory is primarily the canyons (where the tracks run) and reds is most of the open space above. Much thought has gone into sniper positions etc. But like I said it hasnt been play tested yet so I could be all wrong. :unsure:
to get it to play testable i think i need: 3d skybox, all rooms and doors functioning, optimization.
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