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|xlmhmk.j2l||Hall of The Mountain King||11.87 kB||20 Mar 2016|
|CrysilisV.j2t||CrysilisV||140.23 kB||21 Sep 2015|
|xlmhmk.j2as||2.29 kB||20 Mar 2016|
|pegasus.xm||Pegasus||358.02 kB||08 Mar 2016|
It’s been a while since my latest CTF map (Stronghold – 2013), so I slowly started to feel like I had some ideas for a new CTF map again. Many of my latest multiplayer maps have used their own kind of a castle/fort theme, but this time it’s slightly different, as the map introduces a more ‘cavey’ environment in the depths of a mountain, which might be ruled by ‘The Mountain King’ himself, who knows?
The aim with the level design was to create a fast-paced CTF map that would be suitable for games of size 2v2, but at the same time would still be playable even with a bit bigger games. The map contains 3 Powerups (can consider gun8 as one, as long as you have either /fireball on or /strongpowerups on). There are also 2 full NRGs very close to each other, but they are still separated from each other. The level design offers a lot of variety in strategy that can be used to control the pickups, to defend or attack the bases, or to hunt enemies. Can you find it all out?
Angelscript was used for two reasons: The map has a lift-platform to bring more interesting vertical speed to the gameplay, and the ammo crates are replaced with “ammo eggs”. Easter reference or not, it should fit to the level theme as I intended.
Coincidentally enough, I am finished with the map just when the Easter is coming around. Consider this my Easter Egg gift to the community.
Thanks to everyone who helped me with testing the map out. Especially thanks to PurpleJazz and Sir Ementaler.
Finally, Happy Easter!
This level has got all that is required in a good CTF level: paths, well placed ammunitions, powerups, eyecandy, a background, and that egg crate addition.
It’s rather small for a CTF arena, but still, it’d be fun to see 32 players challenging eachother in this arena.
While the level isn’t quite as well polished as Stronghold, it still offers some fun gameplay and some unique aspects in its own right – for example the omission of seekers is a refreshing change. The layout facilitates tactical play, although matches can be quite chaotic at times as the path between the bases is fairly open and quick to traverse.
I have a few comments:
1) Love the layout, especially the immediate areas above bases and towards Cs.
2) Fairly small, but plays fast (and fun).
3) Small complaint in that I really don’t think this gameplay suits PUs being in walls, despite there being plenty of ammo to compensate for it.
4) Mostly I’m just pleased about the set and usage.
I normally don’t approve of symmetrical levels, but this is symmetry done well; it works well with this level.
The Rocket pu/bouncer pu are inset(accessible only by electroblaster and maybe bouncer) but those inset pu’s is ok because of easily accessible electroblaster and well balanced by the two well placed full c.
The sweet elevator in the middle also adds to the fighting experience, its a tough level fight or die. a bit too fast paced, you just gotta be good.
The egg cases are real nice too, normal cases would be way too distracting. but the eggs are almost invisible(I don’t wonna see that ** there!)