My story for this map is that the Combine had a small section of City 17 cut off during the uprising and completely purged of all resistance presence, then fitted with turrets, mines and other traps to prevent it from being captured. In the center of this occupied district is harbor that the Combine outfitted with heavy walls and shielded bunkers outside, while Inside the fortress is a secret project that could severely cripple resistance operations if completed. Thus, a large scale attack was mounted on the facility, but unfortunately this operation was broken up by Overwatch intervention, the only survivors being a small squad who hid in an underground tunnel. These few rebels must escape the tunnel, get past Combine defenses and cripple the fortress by:
-Destroying/disabling bunkers
-Opening the main gate
-Destroying auxiliary generators
-Breaking up the supply line
I've got most of the map working except for the last objective, which will take a while longer. After this will come finishing detailing, optimization, testing and then I release it to all you guys. This is my first map for Overwatch, so any feedback is appreciated.
This is the first plaza in the mission, where the rebels will fight zombies that have been left there by the combine after headcrab shelling, as an added layer of defense. Avaliable to the GM here are Soldiers and manhacks.
Another view of the plaza.
Here's a bombed out building inside which the rebels can find supplies such as AR2s and ammo for their default weapons. It's intended to be a rest stop of sorts, but not a place where the rebels can camp as it's connected directly to a combine bunker, and is easily infiltrated by manhacks.
Another bombed out building, this time with hopper mines. It's optional, as traveling through it is pretty hazardous, but those who try are rewarded with fairly good supplies.
The plaza with the superfortress' main gate and the bunker that has the open switch. After compromising the fort, the rebels will find that the GM has a pretty fearsome variety of traps and enemies waiting for them.
Finally, the supply tunnel. In here will be the final battle, with turrets, elite soldiers, a few manhacks (But not too many as a lot would be too difficult in the tight tunnels ahead) and at the very end an APC. This last stretch of the level, while it has more complete detail, is unfinished as far as gameplay and lighting go, as you can probably tell. The GM has one pretty brutal trap in this area, although rebels shouldn't be too scared of it as anyone who's prepared and alert should survive.
Here are some screenshots from the GM's perspective:
http://img861.images...tresso0001.jpg/
http://img84.imagesh...tresso0000.jpg/
This picture has two problems, both have to do with use of space. The most glaring problem is the train tunnel. It's long and totally unfun to advance through for the resistance. I'm thinking of adding more side rooms to tunnel to give both sides more options.
Second is the area inside the superfortress. See the area behind the obnoxiously bright lights? It's another open area that provides no cover whatsoever, especially since a gunship will be added to the mix. I'm working on something to make the fort's interior more interesting.
Oh, and the first plaza will be getting more stuff as well, it's somewhat sparse right now.
Download: http://dl.dropbox.co...rfortress_r.zip
Edited by Coppermantis, 27 December 2011 - 02:24 PM.
Fixed the images.