Objective Figuring...


(S14Y3R) #1

Hey guys, I have to figure out whether or not I need dual objectives. The Axis have to get a train(Red-1) to a flatbed car(red-2) take it to the tunnels through the gates(red-3), to the loading position(red-4). Then they operate a crane(red-5), to load the part. Then get the train to the shipyard to Operate a bigger crane(red-7) to load the Part onto the Destroyer(Red-A). Simple enough, only there is a damagable Generator Turbine in the Dam(red-8) that will shut down the railyard and the shipyard crane.

Now the Allies start after being “shot down”(Blu-A), so far their objective is to destroy the AA_gun(blu-6) that shot them down, and control the tunnels(blu-D) to deny access to the train. I was thinking of having a set of codebooks on the ship to steal/bring back to a damagable radio? (blu-1)

Red-A - Destroyer/Axis Spawn
Red-B - Trainyard Command post/spawnpoint(axis only)
Red-C - Courthouse Command Post/Spawnpoint(neutral)
Red-D - Tunnel SpawnFlag(flag controls spawns)
red-1 - train starting point
red-2 - flatbed hookup point
red-3- tunnel gates
red-4 train destination 1
red-5 - tunnel crane controls
red-6- Trainyard Access Gates
red-7 Train Final destination/ Shipyard Crane Controls
red-8- Generator Turbine

Blu-A- Allied Spawn
Blu-B- Allied Command Post/Spawnpoint (allied only)
Blu-C Allied Command Post/Spawnpoint (neutral)
Blu-D - Flag controlled spawns
Blu-1-Zipline constructable to get over river
blu-2- fueltank dynomitable to smash trees/wall
blu-3-generator-destroy to disable trainyard switches-
blu-4- underground tunnel
blu-5-dynomitable secondary access

–While the train is being loaded in the tunnels, there’s a little “accident” where a few acetylene tanks get knocked over and destroy the Train’s armour!! The train is damagable(only in the engine area) on the way back. Once the train has left the tunnels, the allies can drive the train back into the tunnels and close the doors. even from the Shipyard(Red-7) it can be driven all the way back to Red-D.
blu-8/1- allies can control the cranes too, to delay axis

So do the allies need an objective to steal too?? Or is there enough to do…


(sodsm live) #2

this may be just me but i don’t really like dual obj maps that much. in my experience playing ET over the past couple of years, on a map where either side can win by completing an obj(before time expires) causes confrontations to be ignored in favor of either side racing to complete the objective for the win.

it’s got to be a personal choice i’d say. you have to balance your love and hate between attack/defend(camp) maps and race-to-the-finish-line maps. if you are making this map for your clan and you know that they don’t like defending for 20 minutes and would rather finish a map with as little fighting as possible(no matter which side they are on) then make it a dual obj. but if you envision great battles where both sides fight tooth and nail for a half-hour then i reccomend you go with a single sided objective attacker/defender map.

this was just my simplified take on it.

i just had a thought. maybe a conditional dual objective would be better:

allies have to destroy a gun AND keep axis from destroying a bridge or they lose
axis can still win even though gun is destroyed by escaping with docs AFTER blowing up the bridge.

…or something like that.


(Ifurita) #3

Some of my best ET games (most fun) have been on dual objective maps. However, you have to design them so that they naturally channel the action into a couple of arenas. Too many routes and you get the problem raised earlier, where the game is over before anyoen knows it because one person was able to sneak through and steal a win.


(Gringo) #4

Imo there is enough to do without an allied objective to steal. As ifurita said it might be hard to design the level so that sneaky buggers dont end the map quickly. The way im thinkin is that both axis and allies will be widely spread out if dual objective and as sodsm live said u mightn’t get classic gun battles. It may also be hard to co-ordinate both attack and defence as both teams tryin r to defend and attack at teh same time.

I guess more effective dual maps are ones with confined space or few routes to objectives.

Also, I personally dont really like dual objective maps as im usually on the team that gets pwned eg, base race!

Apologyies if i have missed understood the various stages of teh map and all this is irrelevant as is likely to be the case!


(sodsm live) #5

base race is a great example because it rewards you for both defending and attacking. as opposed to a traditional CTF map your team gets stronger/faster/tougher the more flags you capture but you can also keep your opponent weak by keeping the defense strong. i just hate when it turns in to a medic war.


(Loffy) #6

“flag carrier escaping high!”