Strikeback

SuperNerd

L2: Junior Member
May 13, 2009
60
6
New here.
This is the map I am currently working on.

It's a mix of junction and steel in a payload format.

Capping the bottom row of points will yield a bonus.
Left Most: Disallows Reds's access through the map by deactivating and closing doors.
Middle Left: (Supposed to) move the enemy spawn to the final point.
Middle Right: Extends bridges to final point. (You can walk along the PL track anyway)
Right Most: Allows Blu to use some of the doors in the map.

They can be captured at anytime and would probably help Blu to win.
Probably a little to helpfully.

Then there are the top two points. The left unlocks the right, and pushes the respawn back.
The right wins the game for Blu.

When time runs out Red wins.

Constructive criticism and/or any ideas will be appreciated.

Version 2/b/next-one.
Done a lot.
 
Last edited:

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
Oh no. Blue should always be attacking and red defending, that's just the way it is :)
 

SuperNerd

L2: Junior Member
May 13, 2009
60
6
No, only 5 payloads.

It's called strikeback because the REDs are sick of the BLUs attacking so they decide to strike back.

I'm kinda thinking of an "in-joke" where the bomb doesn't explode because RED are not that good at offense, so they can't really make a good bomb.

I'm also thinking of the over-complication and am deciding whether to condense the middle two points outwards so that there are 3 loads with 2 caps each.

Has anyone downloaded and tried it yet?
 

DaFatCat

L3: Member
Apr 19, 2009
129
11
Seems a bit over complicated. I think there should only be a couple cap points, and you need to cap them to keep the payload moving.
 

SuperNerd

L2: Junior Member
May 13, 2009
60
6
That is a good idea.

When the cap is captured, the payload moves forward until all are captured and sets the bomb off. Right?

Hopefully will put an updated version soon.
 

DaFatCat

L3: Member
Apr 19, 2009
129
11
I was thinking that you push the playload until you get to a door. Then you cap a CP to open the door, allowing you to continue the cart-pushing.
 

Mar

Banned
Feb 12, 2009
607
63
1. Those roofs need to be higher

2. Blu always attacks for a reason. This way people don't have any confusion about the objective of the map.

3. Needs more light.
 

SuperNerd

L2: Junior Member
May 13, 2009
60
6
1. Yeah, I've always thought of the roof. In my head I though of an outdoor version of my map. I'll raise it.

2. If I change it I'll need a new name. Any suggestions?

3. Some areas are really bright some are darker.
 

SuperNerd

L2: Junior Member
May 13, 2009
60
6
Thanks for the feedback.

I seriously need to get around to posting an update
 

SuperNerd

L2: Junior Member
May 13, 2009
60
6
Is updated, if it loaded the file which I'm pretty sure it did.