Ns_cyclone002 Version 2

homer0homer0 Join Date: 2003-06-28 Member: 17756Members, Constellation
<div class="IPBDescription">Bug fixes release</div> Type : Custom / Fun map

Map : Ns_cyclone002 version-2

*temp hosting*
1) <a href='http://www.sharemation.com/homer007/ns_cyclone002_v2.zip' target='_blank'>http://www.sharemation.com/homer007/ns_cyc...clone002_v2.zip</a>

Pics (hopefully up, geocities is acting a little strange) :
<a href='http://www.geocities.com/homer007_simpson/' target='_blank'>http://www.geocities.com/homer007_simpson/</a>

Servers :
Possibly Silicon in a few days, but you must use amx_votemap
web/server : ns.bbs.us

If anyone else wants to host it, plz, dont hesitate to reply 8P

Description : This is the sequal to ns_cyclone and my 2nd released map. The aliens and
marines start on opposite sides of the map, and battle it out for key areas. This is
not exactly a "siege style" map, but it does take some ideas off of it. This is
version one of the map, so it most likely won't be well balanced (you can only hope
until it's played alot).

The basics are this :
In the center of the map, both sides await for the opening
of the cyclone doors. Once they do, teams battle it out for control of that room. In
the early game, small creatures may attack the marine team (skulks... lerks... ). This
is to keep the game interesting in that long await for the doors to open, and give teams
a chance for extra resource points.

5 minutes into the game, depending on player skill, the doors open and both
sides should have "teched" for the battle of the cyclone room. Aliens and marines
both have defensible positions behind it, so teching is necessary for a team to "hold" the
cyclone room, so that they may push into the enemys defenses (provided they don't get muched
in a fan =P ).

7 minutes into the game, the siege room door opens. This reveals a number of
teleporters, that take the user to a point on the top of the siege room. If the aliens
have not taken alot of the marine territory, it will be difficult to stop the marines
from winning. The siege room doesnt allow the commander to build on top, but instead
on the bottom of the room (this is to keep things easier for aliens to assault the
room). The 3rd alien hive is out of range of the siege room, so marines will have to
finish off the alien team the old fashioned way (difficult to do if aliens have a
big hold on the map). Also, there is no way to return back to the regular parts of
the map if you enter in the siege room without a pg or movement chamber (forces marines
to hold more than just the siege room).

Aliens side is made up mostly of hallways and a few rooms with defensible
positions.

Marines side is more compact with fewer resources and one main chokepoint
(the bunker).

Simplified, this is a big map for large battles between the two teams.
ChangeLog - v2 :
*fixed timer to work correctly, now starts when its supposed to!
*fixed alien rt pool

Not any other major changes, since map hasn't had much playtesting 8[

Notes/Bugs :
none known - 8]
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