OC Escort


(d3coy) #1

Not quite a release yet… just wanted to start some discussion about my latest map. As you can see alot more to be done with terrain and filling. This map is based on my previous map Field HQ… utilizing the same area with more added on and the objectives switched around some.

First let me show the map image.

Ok… allies attack… axis start at flag spawn. There is a dyno door and team door stopping the allies from getting to the truck. Also a second dyno entrance gives additional route to allies.

Truck gets repaired then escorted past the first truck barrier. It stops at the yellow area and allies must then steal 2 crates of gold. Allies can also build the cp and spawn there… but so can the axis. It is a dual cp spawn area.

Once the gold is stolen, the allies have to escort the truck through the flag area and back up the hill.

What do you guys think?


(ajdude) #2

pretty good except for its very er… goldrush

brilliant map though look forward to testin


(Erls) #3

It looks nice, from what I can see so far.

Couple things:

  1. There are a ton of allied attack maps, in fact, the vast majority are allied attack. I don’t know how you feel about it, but perhaps switch it around and have it be axis attack? And then, if this is meant to be map 2/3 with these same area, it could server as the “axis counter-attack,” with instead of gold, perhaps the axis have to remove Dynomite, or something of that nature.
  2. What is the sizing, playability of the map? Is it geared towards competition, and smaller, 6v6 matches, or larger, 12v12+ matches. I play on Bunker all the time, and I know that we would love to get another nice axis attack map on there. Something around the size of a Warbell, Caen, etc…

(macbeth) #4

yes it will be a great idea to have this map for an axis map objective
easy to modify?


(carnage) #5

perhaps nice to have a balance of axis and allied attack maps in a rotation but i fail to see how all this extra work of changing the teams around actually makes the map any better to play. if you want attack then join allies theres not need to start moding all the maps


(macbeth) #6

yes sure but almost ET maps are created for the allies objectives so was just asked if it was easy to modify :idea:


(Flippy) #7

Why would you want Axis to be attaking? It’s just the same as Allies…? Just join allies if you want to attack… also makes it easier to join teams, based on if you want to attack (allies) or defend (axis).

And also, you would have to create a lot of voice overs for the commander, as axis have almost no ‘attacking’ voice overs (like, “destroy this”, “attack that”… only “defend this” etc…)


(d3coy) #8

(Erls) #9

[/quote]

Well, why we like to have axis attack maps…
When you run a 30 map campaign, and 20/30 are allies attack, it can get boring. With so many ppl (64 max) it isn’t the easiest thing in the world to switch teams, and people get upset with !shuffle. So, having some quality axis attack maps in it changes it up a bit, and gives everyone a more enjoyable experience.

Some good axis attack maps: Ruins, MLB Hotchkiss, Caen, UJE_00. There are a plethora of good allies attack maps, and it would just be very appreciated, I know, for the ETPub community to get some more quality axis attack maps.

But again, its your map, and its your call.


(d3coy) #10

I just released a good axis attack map about a month or so ago… you should check it out.

http://www.splashdamage.com/forums/viewtopic.php?t=15986

The link there is incorrect… here is the correct link to download.

http://www.badongo.com/file/2378537

Another good map designed for large amounts of players is a map I made a few years ago called Sabotage:

http://www.etdoa.com/infusions/pro_download_panel/download.php?did=8