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[INF] Lone Tower

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[INF] Lone Tower

Postby Ki11aWi11 » Sun May 27, 2012 1:43 pm

Hi Everyone,

TL:DR: Infiltration map with large central tower.

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Map Render, courtesy of Paratrooper using Yourself's Rendering Tool

Updated with Moat and Stronger Tower!

Just completed a new map, this map is set in infiltration however I've altered some of the mechanics to give a twist to the gameplay. Rather than having the blues in a large fort on the left of the map, I've made the fort smaller, taller, and easier to defend. To balance this, the fort is now in the dead center of a large crater, with greens spawning on all sides, and great foliage providing excellent cover up to the last 100m dash to the tower. Map is hosted on Aloha - Infiltration.

Map Download (v1.2): http://www.mediafire.com/?qig3bdgbbdmub4g
Changes in V1.2
    -New Moat and Drawbridge
    -Tower is stronger at the base to hold against prolonged griefing
    -Intel spawns on roof

Close ups of the tower
[img][IMG]http://i.imgur.com/NuAr2l.png[/img][/img]

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The Vegetation
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Green Base and some players building a fort
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In-game Map (Click for High Quality)
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Last edited by Ki11aWi11 on Sun Jul 15, 2012 3:43 am, edited 6 times in total.
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Re: [INF] Lone Tower

Postby XxXAtlanXxX » Sun May 27, 2012 7:42 pm

looks nice.
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thx to demo for the sig-bars :)Image
The third one is from Fangedbeasts hand.
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Re: [INF] Lone Tower

Postby Ki11aWi11 » Tue May 29, 2012 11:15 am

Have you given it ago? Post any suggestions or problems below, Feed Back would be good.
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Re: [INF] Lone Tower

Postby FaZe » Tue May 29, 2012 12:04 pm

It's very fun. I played it yesterday or the day before on your server. I just have a gameplay related question. Does the attacking team have an equal chance of spawning anywhere around the edge of the circle, or do they always spawn near the CP?
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Re: [INF] Lone Tower

Postby xXxGpridexXx » Tue May 29, 2012 3:08 pm

I enjoyed cutting down trees =)
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Re: [INF] Lone Tower

Postby Summit » Tue May 29, 2012 4:17 pm

Really nice map and created very tense but fun gameplay.
Will make a map review on this map.
BattleAC coming soon
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Re: [INF] Lone Tower

Postby IrishElf » Wed May 30, 2012 3:40 am

Took a look around a few ago and it looks great. Definitely gonna be interested in seeing how it plays when the server's full.
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Re: [INF] Lone Tower

Postby Ki11aWi11 » Thu May 31, 2012 1:46 am

FaZe wrote:It's very fun. I played it yesterday or the day before on your server. I just have a gameplay related question. Does the attacking team have an equal chance of spawning anywhere around the edge of the circle, or do they always spawn near the CP?


I'm not sure if Pyspades changes probability in regard to which spawn, but green spawns on the four cardinal points around the map and then 3/4 of the diagonal points. In other words there are 7 spawnpoints located around the crater for green.
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Re: [INF] Lone Tower

Postby Pvtrex » Mon Jun 04, 2012 1:29 pm

Awesome map! I like these kinds of infiltration maps.
You just gotta love that feeling when you're using a smg and you flank 3 rifle players huddle together in 1 spot.
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Re: [INF] Lone Tower

Postby SDKEXILE » Thu Jun 07, 2012 12:43 am

Hey killa, i remade my account just now to inform you of a few troubles for this map.

Firstly the idea is sound. Its a good idea. The tower is the main focus of the problem though.

Green's forest density
Blue has little or no chance to spot a green before he enters the shooting range of the rifle. This is not too much of an issue until the blues are unable to identify threats before they are sniped from the trees.

The height of blue's tower
The height of the tower makes it difficult to address green's assault when they actually approach the tower. the towers distance from green spawn is moot, because green travels down hill and is not slowed at all by the march. they may even sprint the entire distance to the blue tower. Blues have little time to fortify the inside. Far less time to set up inside and watch for attackers.


The thin tower walls

Your map is hosted on Aloha.pk's INF server. this is great. but Aloha.PK{INF} does not use block protection. Greens were able to destroy the blue tower before blue even capped 7 points on defence. Green didn't even have to cap until the blue team was on the ground getting spawn-shot the second they appeared. this is due to the thin walls of the tower.



the three-teir flooring

To be quite blunt, the blue tower should be shorter and thicker. With the way infiltration is currently played, the fight will always go to Green, as they have more tools at their disposal and also have nothing to lose. The top floor does little but stop the blue team from noticing their dangerous situation. I personally cut away the top floor every time i play this map, and i play on blue. I cut the top floor away so that the blue team will spawn on the second floor and be useful and able to defend the flag.

Not that this stops the green team from approaching the tower and cutting it down like a beaver vs trees. the only thing blue can do is try to build the intel onto the second floor but even then green will be at an advantage.

I think there are major flaws with the tower that should be addressed and revised because right now it is quite a mess once green starts to spade the walls instead of attack. the blood bath that occurs after the tower is chopped away.. think of 30 minutes of sitting around waiting to spawn..then getting shot once you spawn.

Other infiltration maps suffer the same fate but this one has the worst case of it.



All in all i think this more proves that INF should be revised slightly.
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Re: [INF] Lone Tower

Postby Ki11aWi11 » Thu Jun 07, 2012 8:41 am

Thanks you go much for your suggestions, I'll begin fixing it on Sunday and I'll implement your suggestions. So I should:
-Cut away the top floor
-Pull the tree line back ~20 blocks on each side
-Make the tower shorter and increase the wall thickness by a factor of two
-Bring the green spawns out to the edges of the map rather than in the middle of the forest
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Re: [INF] Lone Tower

Postby izzy » Thu Jun 07, 2012 9:18 pm

add a moat around the tower :)
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Re: [INF] Lone Tower

Postby colorpinpoint » Fri Jun 08, 2012 6:01 am

Yea a moat would be cool to have.
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Re: [INF] Lone Tower

Postby Ki11aWi11 » Fri Jun 08, 2012 2:37 pm

Problem with a moat is the attackers won't be able to tunnel in like with other maps, still want me to do it?
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Re: [INF] Lone Tower

Postby colorpinpoint » Fri Jun 08, 2012 2:38 pm

Yes it would be easier of staying alive for blue and green harder to attack instead of green winning each time
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