[Map] : Kasteel Castle ( WIP ) Ready to test
-SD-Maclobster
Posts: 222Beta Tester
Hi all Soldiers
Im working just for fun on a really really big map CASTLE
Just wondering for feedback if this is to big or not as a play map ???
Im still breaking my head on the Game mode so i dont know yet
Just creating it right now for fun
Hope you will like it
http://steamcommunity.com/sharedfiles/filedetails/?id=536101510



Info Image

Im working just for fun on a really really big map CASTLE
Just wondering for feedback if this is to big or not as a play map ???
Im still breaking my head on the Game mode so i dont know yet
Just creating it right now for fun

Hope you will like it
http://steamcommunity.com/sharedfiles/filedetails/?id=536101510



Info Image

Comments
For game modes you could possibly have assault spawn outside the castle, defense inside.. and have assault have to breach the castle and either arm a bomb somewhere.. or grab some intel and extract it.
yes extraction will also work fine i think
Or maybe put some rockets ready for launch and the assault team has a limit time for disable it ( like the rock )
The assault team has one big positive thing that defending not have, the can run already in the countdown time to the spwanbarrier , complete left , right of middle castle , and taking there position
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This has been a test of the emergency flame-fest system. Please do not adjust your set.
Release it already, I'd opt back out.. just to try it
its a big castle, helmsdeep
Can not release it yet , its far from finished
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Can you imagine having waves? Assault breaks through the outermost walls and the defense gets a respawn wave from further inside. Assault breaches that, defense gets one last wave inside the keep.
The map looks absolutely gorgeous. With a respawn system, I think it could be incredibly popular. As is, though, I think it could get really bogged down when player counts get low... but I say that with zero playtime.
Again, it looks like a really great environment, I can't emphasize that enough.
You should talk to DELTATHUND3R about getting some scripted events with catapults knocking down walls
I agree BCPull , the good thing is that the assault team can already run to there position in the countdown, complete to the left, right , middle of the castle
The mission type is realy a thing to think about, that can give the situation i think for no bogged moment because of the size of the map, so yeah i still dont know what mission type best is,
I wish there was a extraction bomb, and if you drop it the countdown of the bomb is set on 1 min , even if the playtime is 5 min, as soon you pick up the bomb you controle it and there is no problem, so the team needs to be verry carefull and play togheter to placing the bomb and not lose the bomb to long out of hands hehe
Less camping also i hope
Maybe with that system you created no bogged moment longer then 1 min?
Delta teach me great stuff with the editor, and i think its possible to create a action catapult
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Would it be possible to have two bombs so that you need to breach a wall with one and then destroy something else with the other?
Right now i have add 4 Take and Hold objectives for the test
1 in the dungeon
1 in the knightshouse ( top ruin main building )
1 in the library ( ruin )
1 in the farmhouse
will add more screenies
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Note : this map has no ambient or othersounds yet , its still WIP
Personal i think the map is to big for Multiplayer
But a good map for a COOP
Please let me know what you think of the map
What kind of gamemode should it be?
Should it be a COOP?
Should it be a 12 vs 12 map?
Thank you for testing
Download link http://steamcommunity.com/sharedfiles/filedetails/?id=536101510
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Prim.
Yep easy as scrambled eggs.
1 Use Trigger_Trebuchet_mover arm_trigger swings arm_Arm Hits peak of movement_Triggers_unhide rock 0.01Delay_activates movement track_ flys to target_Hits RI or trigVol _frac mesh_collapes_team goes HOOAH.
Really wish I had a server
Thanks Uni-sol
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Reminds me of the old war movie, "Castle Keep".