Hey - turns out IRC is out and something a little more modern has taken it's place... A little thing called Discord!
Join our community @ https://discord.gg/JuaSzXBZrk for a pick-up game, or just to rekindle with fellow community members.
defenetly....jwer_NL said:[...] hard puzzle though [...]
hm, did you noticed the other way towards the tunnel with the secret library door?Sauron said:i think the 3rd objective will be spammy since you removed the hole in the roof, so now theres only one way in.
Sauron said:then i dont like the jumppads at the final at all, they are way too buggy, if u dont walk on them totally straight, u mostly end up splashed in the lower tower regions, i think the lifts were the better solution, also the final obj should imo be touchable from both sides, with the double stairspiral its easy to loose orientation, so when u are there u end up touching the wrong side :f
itemplacement is not done, thats rightSauron said:another impression i had was that the map comes with very few ammo, maybe spread some more over the map.
i tryNekro said:leave the jumps pads, but have the pads boost u directly up, and not at an angle.
[3dgamer]Lord_M said:hm, did you noticed the other way towards the tunnel with the secret library door?
[3dgamer]Lord_M said:first everyone hates the lifts...now everyone hates the jumppads .. hm..
hm...what do u mean with "open the spawntower for the attackers".Sauron said:you cud add a tele inside the spawntower that leads to the middle or higher part of the tower and open the spawntower for the attackers.
sounds ok, maybe i make it like this when adding another spawnpointSauron said:yet the defenders cant use this tele anymore once all other objectives are gone, they spawn in the very lowest parts of the big tower, in the route of the attackers.
Sauron said:but since there are the 2 side entrances on the main tower they need to get their asses up there asap, also they need to push out and defend the spawntower as good as possible, like that they cant concentrate on blocking the lower passages in the main tower but have to split up. also the jumppads wudnt be that much of a prob then anymore, there wont be too much defense up there, they need to defend upfront else the attackers can shoot them off one after another and till they are back on top the final is long gone.
Sauron said:what i mean with open the spawntower for attackers is simply that you can hammer into it like in siege 1, the fighting is meant to take palce outside, the defenders have to try and prevent the attackers from entering it
Filename: AS-Siege]I[.unr
Level Name: Release the beast
Author: M.Berndt
Email Address: [email protected]
Web Page: http://www.3dgamer.de
Date: 21.12.2003
Description: Assault
Player: 6-16 (ideal count 14)
Version: 1.1
UPDATE: the teleporter in the main tower was activated later in the match
this caused an error msg.
now its fine
thx to // SubZero //
Other levels by author: AS-Siege/Siege][/SE, AS-Redemption, AS-iSEAL, AS-XMasNOW!, DM-Siege]I[
Bot AI should work, but s.t. those §$%§$% bots get stuck on the top level in the main tower!
-- Construction --
Editor used : UnrealED 2.0
Base : None
Construction Time : 11 months
-- Installation --
Double click on the .umod file!
The .umod contains readme.txt and the AS-Siege]I[.unr files.
If you got problems with the .umod file, visit my homepage to get a
zipped version!
-- Copyright - Permissions --
This level is copyright Martin Berndt 2003.
You may distribute this level through any electronic network
(internet, FIDO, local BBS etc.)!!
Authors may not NOT use this level as a base to build additional
levels. This level is not supported by Legend Entertainment or Epic Games.
You are NOT allowed to commercially exploit this level, i.e. put it on a CD
or any other electronic medium that is sold for money without my explicit
permission!
-- Credits --
Thanks to
the UTA-AL (http://www.utassault.net/)
this map is dedicated to this great community!
During the devolpement of this map, they tested my alpha versions and gave me
good ideas for the map!
you can find the whole thread here:
http://forums.utassault.net/showthread.php?s=&threadid=31242
also thx to:
(- Sauron ¦FxN¦ (pushed me to improve fp/s; is the one who asked for the landing "pool"...,
also told anyone the differences between alpha and beta version
Nekro (involved with the jumppads, involved with the rocketlauncher removed from the main yard
to another location, wrote this: "i trust u oh mighty one" - thx
{24} Lex_Mortis (always wanted more; alpha tester)
=[FDC]= jwer_NL (Mr. criticism)
Psy (big supporter of this map, made first online beta test'n possible...thx again)
Humph (AoR) (Mr.Ironic, but great support...)
<)C0(> D-Almighty (gave me demo-files with launches..)
«) ø$ (» Japster (AoR) (told me about hammerjump units (height) )
Old Git Tnega LoveGod (for this post: cough...ignore me, I'm kinda drunk.)
]>BO<[ M®.F®0$T »Fi« (even loved AS-iSEAL
Dr_Snuggles (was the one who wanted the "jumpers/launchers detected" msg)
Snuggs, {SUYM} sobo, -={Mi5}=- munkZ, ]>BO<[ Paa`, ]>BO<[ Towanda,
(CoC) Rel@x ((si><th)) ( -> active user
Hardcore (wrote this: "nahh - maybe put ppl with good ideas into the readme" ..so i do. oh,
dont be dissapointed that i dont build a ship with your name...)
hope i dont forget s.o., if i did: "sorry!"
...and a big thank-you to my girlfriend for her support!
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