Imperial Hangar

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Blackout
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Imperial Hangar

Post by Blackout »

Objective 1 is original 2-4 uses the hangar from t2_dpred (prison break single player map).

https://www.dropbox.com/s/722y369vxtyoaex/siege_hangar.pk3?dl=0

Objectives 1-3 are fairly standard I will not bother to explain them but objective 4 is slightly different. To activate the launch countdown more attackers than defenders must be near the ship. To stop the countdown more defenders than attackers need to be near the ship. Currently the countdown takes 7 seconds.

Feedback is welcomed.

Enjoy!

Changelog

V1.1 14/05/2016
-Shorter distance from spawn to objectives 1/2
-Hack time for codes spawn reduced by 0.5 seconds
-Objective 3 D spawn all opposite objective
-Objective 4 D spawn on the ground floor
-Added objective descriptions for siege help feature
-Bug Fixes (typos, invisible walls, etc.)

Totally new classes (still quite similar) now include Rax Joris.
Last edited by Blackout on Tue May 17, 2016 3:07 pm, edited 1 time in total.
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User avatar
Blackout
Posts: 274
Joined: Sun Aug 14, 2011 8:21 am
Reputation: 0

Re: Imperial Hangar

Post by Blackout »

Update!
All feedback still welcomed.

V1.1 14/05/2016
-Shorter distance from spawn to objectives 1/2
-Hack time for codes spawn reduced by 0.5 seconds
-Objective 3 D spawn all opposite objective
-Objective 4 D spawn on the ground floor
-Added objective descriptions for siege help feature
-Bug Fixes (typos, invisible walls, etc.)

Totally new classes (still quite similar) now include Rax Joris.

Imperial Hangar.jpg


Objective 1 area.jpg


Thai Fighters.jpg
Image

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