- 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.
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.
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