Page 1 of 1
lighthouse map beta
Posted: Mon Jul 21, 2003 6:47 pm
by 7th Es Cyborg
this is the single player level - lighting the torch - from aa that I've converted over into an obj map. The allies need to turn on the light while the axis need to keep it off - or turn it off if the allies do get it on. This version is rifles only, the final release will allow server admins to decide if they want only rifles or all weapons. I need your opinions on spawnpoints, time limit, and over-all game play.
http://mywebpages.comcast.net/eboone11/ ... h_beta.pk3
I'm not posting any screen shots - anyone who's ever played the single player game knows what the light house level looks like.
Posted: Wed Jul 23, 2003 7:50 pm
by Slyk
Can I assume you start in the garage as Allies and push up the road? Do you plan to have alternate access routes to the lighthouse? Didn't look at the pk3, sorry. I might have some suggestions for you, depending on how you planned to lay it out, if you expand it.
Posted: Wed Jul 23, 2003 9:00 pm
by 7th Es Cyborg
the allies start in all 3 levels of the garage/barraks - the axis start at the light house and surrounding area. Once the light is turned on the spawn points are switched and the axis must fight their way back up to turn it off again. Who ever controls the light at the end of time limit wins map.
From some beta testing so far I've found that I need to increase the time limit and add in more areas up the road to cover from fire off the light house. I might include Scorpios portable mg42 into the garage to give the advancing team some more fire power.
Posted: Wed Jul 23, 2003 9:09 pm
by Alcoholic
(Talks in a business-like way) So 7th Es Cyborg, this portable mg42 you talk about... made by 'Scorpio' you say? Where should somebody look to find it?
Posted: Thu Jul 24, 2003 2:05 am
by 7th Es Cyborg
Posted: Thu Jul 24, 2003 2:07 am
by Alcoholic
oh great im not registered...
nevermind i took all that time to register...
