keihaswarrior said:
Ok, I have so many ideas for objectives in this map. But one of the best would be to make use of the cargo moving apparatus that is the central focus of section 6.
Here goes:
1) Attackers should spawn near outside entrance.
2) The first Defender spawn should place everyone scattered around the map randomly (and a little ways away from outside entrance). The rest of the defender respawns will be from a central location. I suggest the cargo railway on the lower part of section 4 for the central defender respawns.
Objectives:
Attackers-
A) Steal top secret prototype located in a box in sector 6. (see pic) An attacker would have to stand in the control box (green arrow) for the prototype to move along the blue line. The box would stop no matter what at the red points if the doors are not opened first. Once the box reaches the end, there is a small truck waiting that it is dropped into and the objective is complete.
An extra twist could be that the defenders can also open and close the doors. And, the defenders can stand in the control box themselves and have the box move backward!
B) Steal the valuable data (CD). This could be a second objective, or could be combined with C.
C) Attackers must also blow up the reactor as the last objective. This could be mulitpart (first disable safety, then stop coolant) or could just be one step. Another way to make it a multistep objective would be to make the attackers steal the manual override codes on a CD in one control room, then the CD carrier must insert the CD into another control room to disable the override safeties.
--Once the reactor starts to blow up, explosions could start to go off near the "blue liquid coolant room" and start to spread, catching attackers trying to make their exit. It would be in the best interest of the attackers not to blow the reactor when some attackers are still deep inside because they would die and increase the casualties suffered.
Interesting ideas. I like them, although there's a few problems I should mention:
- (1) That entrance spawn has the shortest routes to most places in the map, and as such I thought it might give an unfair advantage to the attackers
- (2) I did consider a defender/attacker spawn in the railway area, but the potential for spawn camping/nading seemed high.
- (A) this conveyor system can be done, I think, with ElevatorMovers, but would also require a bit of UScript on the side (to check if doors are open). This can be done but, in my experience, things I code in USCript rarely work reliably online :/
- (A) would need to have some kind of open top truck for this to work (more work
)
- (B) and (C): I was trying to avoid any element of capturing CDs for a little variety, and I was also trying to avoid things blowing up (less work
).
- overall, I was trying to avoid having too many objectives. Maybe that's wrong -- maybe instead this map should have a longer timer/more reinforcements...?
Notwithstanding all the above, I'll have a little play and see what I can do
Thanks for the feedback.