AS-RiverbedSE
Updated !
why the SE ?
cause i thought i could make a classic map a bit more playable....
changes...so far i remember:
- i deleted the tank explosions
- different weapon changes here and there
- added 2 autocannons 4 the attackers at start (to prevent sniper camping a bit)
- control panel disables bridge teleporter
- cavern passage is a bit more "open" now
- "cleaned" the second attacker spawn a bit (moved 2 of 6 spawns to the other side of the map)
- added a box at 2nd att. spawn to prevent spawncamping (cause of bigger cavern pass.)
- main entrance top window is much bigger now
- def. teleport at main entrance is moved to a small lil side tunnel
- added a cheap lift between foxholes and snipernest
- added a new switch at top level of main entance (Heat Control)
--> disables all def. teleporters
--> "opens" a 2nd att. route after 15 seconds
i think the new switch is now the "keypoint" of the map..maybe like samsite in desertstorm
the def. can still push trough both teleporters and defend main entrance and the new switch...as long as the Heat Control isn´t triggeed
after that...u need good tacs and sorted positions for the end of the map
roof is much more important now
map needs testing 6 vs 6 to see where to "adjust" a lil bit more
remember...it´s still a preview
RiverbedSE_preview
Updated !
why the SE ?
cause i thought i could make a classic map a bit more playable....
changes...so far i remember:
- i deleted the tank explosions
- different weapon changes here and there
- added 2 autocannons 4 the attackers at start (to prevent sniper camping a bit)
- control panel disables bridge teleporter
- cavern passage is a bit more "open" now
- "cleaned" the second attacker spawn a bit (moved 2 of 6 spawns to the other side of the map)
- added a box at 2nd att. spawn to prevent spawncamping (cause of bigger cavern pass.)
- main entrance top window is much bigger now
- def. teleport at main entrance is moved to a small lil side tunnel
- added a cheap lift between foxholes and snipernest
- added a new switch at top level of main entance (Heat Control)
--> disables all def. teleporters
--> "opens" a 2nd att. route after 15 seconds
i think the new switch is now the "keypoint" of the map..maybe like samsite in desertstorm
the def. can still push trough both teleporters and defend main entrance and the new switch...as long as the Heat Control isn´t triggeed
after that...u need good tacs and sorted positions for the end of the map
roof is much more important now
map needs testing 6 vs 6 to see where to "adjust" a lil bit more
remember...it´s still a preview
RiverbedSE_preview
Snuggs said:already on my 2-do-list:
- reducing 50 % quake power and time
- moving or deleting 1 of the 2 "anti sniper camp cannons" at start
- fix lights in the new passage
- adding and fixing some soundstuff
- finish the lift at foxholes
- thought about 2 delete the 2 boxes under the helipad at end 2 give the def. a better sight on the final battleground
(opinions plz)
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