Strikeback

Discussion in 'Map Factory' started by SuperNerd, May 15, 2009.

  1. SuperNerd

    SuperNerd L2: Junior Member

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    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: May 23, 2009
  2. HeaH

    HeaH L8: Fancy Shmancy Member

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    Oh no. Blue should always be attacking and red defending, that's just the way it is :)
     
  3. Pikmin 23

    Pikmin 23 L1: Registered

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    Wait, wait, wait...

    This has SIX payloads?

    .___.
     
  4. SuperNerd

    SuperNerd L2: Junior Member

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    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?
     
  5. DaFatCat

    DaFatCat L3: Member

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    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.
     
  6. SuperNerd

    SuperNerd L2: Junior Member

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    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.
     
  7. DaFatCat

    DaFatCat L3: Member

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    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.
     
  8. Mar

    Mar Banned

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    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.
     
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  9. SuperNerd

    SuperNerd L2: Junior Member

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    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.
     
  10. red_flame586

    red_flame586 L7: Fancy Member

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    it's very bland and dark, try to lighten it up a bit
     
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  11. SuperNerd

    SuperNerd L2: Junior Member

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    Thanks for the feedback.

    I seriously need to get around to posting an update
     
  12. SuperNerd

    SuperNerd L2: Junior Member

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    Is updated, if it loaded the file which I'm pretty sure it did.