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GUN ASSAULT - "CONQUEST MODE" TOW/TDM HYBRID RELEA

Posted: Thu Jul 03, 2003 1:22 am
by Slyk
Ok, after more than one year, about 16 months, actually, this map is done and is, to the best of my knowledge a one of a kind. My apologies if I am mistaken. And before I forget: A huge THANK YOU to Painkiller and all the guys over at After-hourz.com for all of their help in beta testing this map. They had so much to do with it getting completed in the form it is. I have to give a lot of credit to Painkiller also for helping develop the ideas that led to the 'hybrid' style. This map and other quality custom maps are frequently tested and run on their servers. See their site at www.after-hourz.com for info, or just to drop in and visit. Quality servers and quality members. Thanks, again, guys! Now, about the map..........

A hybrid TOW/TDM map in that:
1. MUST be loaded up as a TOW map;
2. Has four objectives that can change hands indefinately;
3. Progressive spawns that shift with the tide of battle depending on how your team is doing;
4. Encourages, if not mandates teamwork to succeed.
5. Provides a HUGE map, with three distinct areas of combat, each with it's own strategies and tactics;
6. A hell of a good time and some real adrenaline rushes when you're on Teamspeak and mayhem is all around you....

SO, without further delay........ "Gun Assault v2.0" A new 'breed' of map that will has set a new standard for my map making and will be the first of many 'dynamic' TDM maps.

DOWNLOAD IT HERE: www.paonline.com/marconia/gafinal.zip

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"Loaded Screen"

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"Allies initial spawn region"

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"Location of the Axis *Bonus* switch"

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"Looking out at the Allied spawns from an Axis Mg position."

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"Crossing the bridge toward the first Allies spawn objective."

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"The first area of major contention in every round as the Allies push forward against determined Axis counter attacks."

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"The long look down wind from Axis postions. Not only Shermans die in this field. As a secondary attack route, it is hotly contested."

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"The 'Ruins'...where the Allies have a final hard push to pin the Axis back. This position can be hit from 360 degrees by anyone at any time."

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"Looking forward toward the Axis Mg bunker. Look hard to take? It is. With a minefield to it's right, the Allies have a head-on charge to get it."

Posted: Thu Jul 03, 2003 1:00 pm
by Hunter
wooohw I'm gonna play it ion a sec, but it looks awesome

Posted: Thu Jul 03, 2003 6:15 pm
by Painkiller
It has been a ton of fun to test this with you, we really had a blast and it all payed off, especially after playing the final version (damn was that a battle or what!!). Innocent Bystander also had some great ideas and for that he gets props too!

Kinda sad all that testing is over with, gonna miss it :cry:

But he has MORE!! :P




For those of you that read this thread, this map is definately unique, dont be fooled by the size of the map from above, the battles are close and the gameplay is incredible. Props to Slyk for making it all work!!! This map is a must download for anyone interested in a great battle. Unlike most TDM maps, this one plays all over the place and teamwork is essential. For those of you that run your servers in TDM mode, load up the map with obj/mp_gunassault_tow in gameplay mode 2 and it will play the way you want it to. It has no DM directories (geez that was a bitch to get right but Slyk managed to do it). The switches are a great unique idea for spawn locations and advancement and the battles circulate throughout the map.

This map will be added to the After-Hourz rotation upon the release of Map Pack 4. So hopefully by Monday you can all stop in to play it.


painkiller@after-hourz.com

Bring on SoS1, and 2, and 3, and 4 ...... heehee

Posted: Thu Jul 03, 2003 6:23 pm
by bystander
Guys,

As a member over at after-hourz, I have to tell you this map is a total blast to play. Thanks to Slyk for taking input and ideas and making them a reality. This map is a crazy good time. We've played it time and time again during testing, and I can' t think of too many of us that can't wait to play it again the next time. He's absolutely right that this map needs team play for you to be effective. As a bonus, the more you play as a team the more fun you're going to have. The game play is balanced and VERY intense, especially if you're on teamspeak or wilco with your teammates. Framerates are fantastic, and the different layouts of the three major battle areas cause completely different tactics and strategies on both sides. You will enjoy this map!

Posted: Thu Jul 03, 2003 6:38 pm
by Obiwanshagnasty
Ladies,
When Painkiller told me the idea of the switches determining the shift of battle I thought both he and Slyk were nuts, (probably due to my limited imagination) hahahahaha. However, after playing this map I'm totaly hooked and can't wait for it's release in our upcoming map pack. The battle we fought on Tuesday night was one of the most hotly contested since Scipio met Hannibal. LOL. This isn't a map for camping noobs as thrusting forward and teamwork are essential. To all the admins and hardcore players out there, do yourselves a favour and DL this map. I promise you, after 2 hours of playing this map against good, coordinated players, you'll be shell shocked!

Posted: Sun Jul 06, 2003 2:29 pm
by Slyk
Thanks guys! Looking forward to full-time rotation on your server too. Hoping everyone else out there takes a minute to look at it. I'm serious fellas, it's something unlike anything else going. Yeah, it's my map, but IT IS DIFFERENT. Even with 6-8 players, it plays tough. :D

Posted: Sun Jul 06, 2003 5:14 pm
by Hunter
Near the allied spawn (in the beginning) there's a Nebelwerfer with no clip. Before Iknow it I should in the middle of it. :idea:

Posted: Mon Jul 14, 2003 7:43 am
by wacko
i had some missing textures, is it a SH map?

Posted: Mon Jul 14, 2003 10:17 am
by Slyk
YES, SH map. Sorry if you don't have it. Can't think of too many SH textures in it, if any off the top of my head, but I'm sure there are. NO custom ones though. What do you think of it?????????? Did you get to play on-line yet???

Posted: Mon Jul 14, 2003 12:11 pm
by wacko
nope, don't play online at all, and without the missing textures...
But that teamwork idea sounds very promising. :D

Posted: Mon Jul 14, 2003 1:13 pm
by Slyk
Wacko- you can tell from the responses how it plays, and believe me, it is all that and then some because you have to 'feel' it for yourself. I've implemented the same scripting ideas into two previous maps of mine, Tractor Works and Streets of Stalingrad 1. I think it will become a really cool option to the standard TDM play...and virtually open to imagination in how many spawn points can be used to create a flow of battle. I would guess that the more guys who play this mode of TDM will come to prefer it as it really becomes more than just a run-&-gun match.

It's on...

Posted: Mon Jul 14, 2003 2:27 pm
by bystander
FYI for everyone, both AfterHourz servers are now running this map in the rotation now. The map pack available from the after hourz home page has all the latest custom maps, including Gun Assault. Come by and play it. We staged a big internal AH battle on GA last night and had a great time. It really is a fantastically fun map, and the battles are really really intense.