- Feb 26, 2008
- 1,626
- 1,325
Many people seem to like Frontier! Sadly, it's not something I'm proud of anymore; there are detailing + optimization issues. I do however love the last point area. So, I flipped it on itself, added capture the flag mechanics, and plenty of delicious changes!
Backpier is a capture the flag mode with a twist (of course) the flags are situated on payload-esque carts. The carts spawn at the final CP from Frontier, and immediately begin crawling towards each other on the tracks. Once they meet at the middle, they both stop; however, if a team grabs the intel before this (likely), the cart stops and the carrier has a chance to get away, bringing the intel back to their pier to capture it. But if the carrier is killed, a harsh 5 second flag return puts the intel back on its cart, where it will begin crawling forward once more. Only on a full capture will the cart reset, flying back at 10 times its normal speed, alarms blaring, killing the opposite team as it flies along its path. Once back at the pier, the intel appears again and the cart once again crawls forward. Yes, it's a rehash of an old map, but I wouldn't release it to yall if it weren't hellza fun.
The basic effect is to ruin turtling, as no matter what, the intel will eventually arrive at the entrance to the enemy base. This is intended as a pub map only, and I'd recommend turning off the 10s crit mechanic to prevent steamrolls.
TODO:
-Detail Blue side
-Compile w/ full settings
-Redo 3D sky
-Fix rope for Blue pier
-Entity visual work for cart system
THANKS:
-F_M + 2f2f
-Ravidge and ABS for the awesome intel parenting system! Check out Ravidge's excellent looping ctf payload map, ctf_system!!!
Backpier is a capture the flag mode with a twist (of course) the flags are situated on payload-esque carts. The carts spawn at the final CP from Frontier, and immediately begin crawling towards each other on the tracks. Once they meet at the middle, they both stop; however, if a team grabs the intel before this (likely), the cart stops and the carrier has a chance to get away, bringing the intel back to their pier to capture it. But if the carrier is killed, a harsh 5 second flag return puts the intel back on its cart, where it will begin crawling forward once more. Only on a full capture will the cart reset, flying back at 10 times its normal speed, alarms blaring, killing the opposite team as it flies along its path. Once back at the pier, the intel appears again and the cart once again crawls forward. Yes, it's a rehash of an old map, but I wouldn't release it to yall if it weren't hellza fun.
The basic effect is to ruin turtling, as no matter what, the intel will eventually arrive at the entrance to the enemy base. This is intended as a pub map only, and I'd recommend turning off the 10s crit mechanic to prevent steamrolls.
TODO:
-Detail Blue side
-Compile w/ full settings
-Redo 3D sky
-Fix rope for Blue pier
-Entity visual work for cart system
THANKS:
-F_M + 2f2f
-Ravidge and ABS for the awesome intel parenting system! Check out Ravidge's excellent looping ctf payload map, ctf_system!!!
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