New map: NP Refinery 'escort' teamplay

K

keved

Guest
Hi guys

I have a new teamplay version of my map NP Refinery now in beta, featuring a game type that I haven't seen yet; escort.

http://www.keved.com/dm_np_refinery_04.jpg
http://www.keved.com/dm_np_refinery_05.jpg
http://www.keved.com/dm_np_refinery_06.jpg
http://www.keved.com/tdme_np_refinery_b1.zip

This level revolves around one team having to carry & escort an object from A to B, with the other team having to destroy that object.

Rebel forces have ambushed a Combine truck convoy containing weapons and power cells, collapsing a tunnel to trap the Combine forces. The Combine radio for reinforcements, with an APC arriving on the other side of a petrol refinery held by the Rebels. Combine must move power cells from the destroyed convoy to the APC unit, where a teleportation unit will warp the power cells to a nearby safe HQ.

- Combine players must escort a power cell from the convoy to APC.
- One Combine player can carry the power cell, the rest should guard him.
- Rebel players cannot pick up the power cell.
- Power cells currently take 2 full Combine machine gun clips to destroy.
- If the Combine team succeeds in delivering the power cell to the APC teleporter, their team scores 1 point.
- If the Rebel team destroys the power cell, their team scores 1 point.
- The first team to reach 10 points wins.
- Combine players can walk through blue forcefields but will be instantly killed by walking through red forcefields.
- Rebel players can walk through red forcefields but will be instantly killed by walking through blue forcefields.

This is a beta release so any comments & suggestions are appreciated. I am particularly looking for comments on the balancing. Is the power cell too tough to destroy so the Combine team usually wins? Is the power cell not tough enough making it easy for the rebels to win?

If anyone knows how to always enable teamplay by default for a specific level (say, using a cfg file) please let me know.

I will probably document and release the entities I have used to create this escort scenario, allowing others to easily create their own HL2DM escort levels. However I'm first looking to find and fix any bugs in this beta release.

Thanks.

p.s. beta 4 of the standard FFA deathmatch version is still available below. This is the version I have sent to Valve for the contest.

http://www.keved.com/dm_np_refinery_b4.zip
 
Seems very nice. I'll try it later, and then post my review! ;)
 
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