Imperial Facility

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Imperial Facility

Postby Blackout on Sun Dec 27, 2015 7:10 pm

This is another older project that I've resumed recently, it's possibly the most complete 1st edition of a map I've ever posted.

https://www.dropbox.com/s/usz6n8cyub7dg3x/siege_imperial_facility.pk3?dl=0

Objective 1
Hack a console to open the door to the next area, (all doors on the top level will be unlocked after this objective).

Objective 2
Hack a console to deactivate the shield so you can enter the codes room and bring the codes to the console, note that the codes can be carried by both teams and never return however the best area to defend the codes is probably the codes room as the console is near the defence spawn.

Objective 3
Drop down the gap through the corridor to reach the next area.

Objective 4
Destroy the weak point in the wall by going around the blast shield or hacking a panel to remove the shield.

Objective 5
Destroy the information centre behind the metal shield.


Classes

Fairly similar to Hoth classes a few minor adjustments to speed and HP and some weaponry.

Changelog

V 1.05
-Some graphical issues fixed.

V 1.1
-Turrets fixed.

V 1.2
-Added boxes on the slope.
-Offence spawn on the slope rather than behind the door at objective 2.
-Added a message for shield deactivation.
-Objective 2/3 defence spawn moved further back slightly.
-Objective 3 offence spawn point added.
-AT-ST available for objective 4.
-Added a message for blast door removal.
-Objective 4 defence spawn point moved to in the bunker and near the hack.
-AT-ST will not respawn after the 4th objective is completed.
-Final objective HP lowered by 44.4%.

Class Changes

-O chewie added bowcaster -10 rockets
-O reborn boss +1 point to Saber Offence, removed Team Heal, added Mind Trick level 1, added protect level 2
-D chewie -10 rockets
-D lando lowered HP, Increased speed (from 1 to 1.25), -50% ammo
-D reborn boss -1 point to Saber Defence, added Sense level 2

V 1.21
-Team 2 moves at 0.5X speed when carrying the codes.

V 1.22
-Bug fixes.
Last edited by Blackout on Wed Jan 27, 2016 7:58 am, edited 4 times in total.
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Re: Imperial Facility

Postby Blackout on Sun Dec 27, 2015 7:11 pm

Version 1.05

Some graphical issues fixed

Another (serverside) update will come soon to fix the turrets but having this version in base should suffice.
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Re: Imperial Facility

Postby Blackout on Tue Dec 29, 2015 5:57 pm

Version 1.1

Fixed the turrets.

Download this one if you want to but it's only the turrets that have changed. Although they have changed position slightly to the right but virtually unnoticeable.
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Re: Imperial Facility

Postby Laser on Tue Dec 29, 2015 7:36 pm

can't wait to play this after exams! Life is hard.
Less QQ more Pew Pew
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Re: Imperial Facility

Postby Blackout on Mon Jan 04, 2016 7:21 am

Version 1.2

Changes

Added boxes on the slope.
Offence spawn on the slope rather than behind the door at objective 2.
Added a message for shield deactivation.
Objective 2/3 defence spawn moved further back slightly.
Objective 3 offence spawn point added.
AT-ST available for objective 4.
Added a message for blast door removal.
Objective 4 defence spawn point moved to in the bunker and near the hack.
AT-ST will not respawn after the 4th objective is completed.
Final objective HP lowered by 44.4%.

Class Changes

O chewie added bowcaster -10 rockets
O reborn boss +1 point to Saber Offence, removed Team Heal, added Mind Trick level 1, added protect level 2
D chewie -10 rockets
D lando lowered HP, Increased speed (from 1 to 1.25), -50% ammo
D reborn boss -1 point to Saber Defence, added Sense level 2
--------------------------------------------------------------------------------------------------------------------------------------------

Could be the final version, I think the map is structurally fine, hack times; objective HP; spawn points, etc. may well change though.
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Re: Imperial Facility

Postby LORD on Mon Jan 04, 2016 8:29 am

Taking codes by defence sux.
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Re: Imperial Facility

Postby Blackout on Mon Jan 04, 2016 8:45 am

LORD wrote:Taking codes by defence sux.


I think it can work, the codes are a lot easier to get to now it's just a different way of doing the objective you're most likely going to have to retreat with the codes to your spawn almost every time so that you don't die. Although, if it were possible then I might have it so that only the jan on the defence could take the codes but I can't do this and I'm not actually sure whether I want to anyway.
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Re: Imperial Facility

Postby LORD on Mon Jan 04, 2016 9:03 am

Blackout wrote:
LORD wrote:Taking codes by defence sux.


I think it can work, the codes are a lot easier to get to now.


We' ll see then :)
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Re: Imperial Facility

Postby Blackout on Sun Jan 24, 2016 10:12 am

Version 1.21

***Serverside Only***

Changes

Team 2 moves at 0.5X speed when carrying the codes.
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Re: Imperial Facility

Postby Blackout on Wed Jan 27, 2016 8:00 am

Version 1.22

***Serverside Only***

Fixed previous version.

Not posting the link for this one as bits of the floor become invisible if you have it in base. So if anyone ever needs this for a server then PM me or steam message me.

It is currently up on Elysium.

Probably the final version unless the classes are unbalanced but I think they are ok.
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