My first submission. My first map meant for real use. I'm learning a lot while doing this, so I'm interested in comments about how it works playwise, and performs FPS-wise.
Modelled after a baseball field. Somewhat to scale, bases replaced by 4 CPs. Blue wins by capturing all 4, Red wins by stopping Blue, then sides switch. Intended to play to best 5 of nine innings, and to play fast.
I've added some infield fences to hinder Blue, and gates only Red can pass to help them defend. Red also has early access to the cage around the pitchers mound, which might help with defense of First and Second base CP's.
Each CP base captured by Blue unlocks the next base, and also drops fence sections to speed Blues access to that base. Dropped fence sections raise little dustclouds.
Outfield sightlines interrupted by train cars lifted in from nearby rail yards by a big overhead crane (mostly in skymap.)
5/3/2009: For version _a3, made some changed to help Red defend.
Comments invited in this thread, or you can PM me if you wish.
Modelled after a baseball field. Somewhat to scale, bases replaced by 4 CPs. Blue wins by capturing all 4, Red wins by stopping Blue, then sides switch. Intended to play to best 5 of nine innings, and to play fast.
I've added some infield fences to hinder Blue, and gates only Red can pass to help them defend. Red also has early access to the cage around the pitchers mound, which might help with defense of First and Second base CP's.
Each CP base captured by Blue unlocks the next base, and also drops fence sections to speed Blues access to that base. Dropped fence sections raise little dustclouds.
Outfield sightlines interrupted by train cars lifted in from nearby rail yards by a big overhead crane (mostly in skymap.)
5/3/2009: For version _a3, made some changed to help Red defend.
Comments invited in this thread, or you can PM me if you wish.
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