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OWC_Extraction


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#1 ScrooLewse

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Posted 14 December 2010 - 03:46 AM

OW_Extraction

  • Background
The Combine have secured an Advisor pod "lost" during previous skirmish with Resistance forces and are taking it back to the nearest Citadel by means of a Combine mobile outpost. The mobile outpost is about the size of an average two-story house and hosts a seemingly infinite storehouse of Combine reinforcements. What they do not know is that they are driving their outpost straight over an underground resistance hub. The Rebels know this is their last chance to stop whatever is valuable enough to warrant the Mobile Outpost for escort from getting to its destination.

  • Objectives

Resistance
Destroy the Combine Payload.
Optional: Destroy the Mobile Outpost's wheels to stall it. (This objective can be completed twice. Each time you destroy two wheels, the MO stops for 30 seconds, then armored wheels drop down from the undercarriage and the MO carries-on.)
Optional: Destroy the Mobile Outpost's portable thumper. (Once the thumper sticking-out of the top of the MO is destroyed, the Antlions prowling the forest will be able to attack any Combine that leave the MO.)
Optional: Destroy the Mobile Outpost's distress beacon. (Removes the Overwatch's ability to organize outside reinforcements such as Gunships, Striders, and Elites. Which cannot be done when there are less than 3 Rebels, anyway.)

Overwatch
Defend the Advisor at all costs.

  • Map Layout
The map is a large rectangle with a steep ridge extending Northward from the South of the map approximately 3/4 of the way across. In the heart of this ridge is the Rebel's base, which cannot be seen from the Overwatch's perspective. Protruding from the sides of the mountain are the exits to the rebel base. The exits to the base can be camped by Combine, but each tunnel entrance is guarded by two sentries that are partially buried in the ground so as to stop them from tipping-over. Around the mountain his a thin layer of forest buffering it from the a dirt "U" shaped path on which the MO will crawl across. On the other side of this path is forest. The dense forest has supplies and antlion burrows densely scattered across it. Each burrow and supply stash having a 30% chance of spawning, making them randomized rather than overwhelming.

The Mobile Outpost is a giant, rectangular APC with slanted sides and a narrow ramp carved into the middle of the back of the MO that Rebels can climb-up. On the top deck, there is a small destructable cargo building that covers the front fifth of the top deck and spawns combine. Destroying this building uncovers the Advisor Pod and two ceiling turrets mounted upside-down and makes Combine climb up a staircase through a barrier to get to the roof and turns-off the spawn as long as the Rebels are on the MO.

The first set of wheels are black, but have a luster that rubber does not. The second set are a dark blue metal. The distress beacon is mounted on the far front corner of the MO, looking like a satellite dish. The thumper is protrudes from out of the middle of the top deck. Since there is a hole surrounded by a guard rail, grenades can be thrown down this hole to destroy thumper. The front of the MO has a turret on it at all times.

  • Details

Overwatch Traps and Spawns
The Overwatch has 7 identical sets of buttons along the path of the Mobile Outpost that activate/deactivate as the Outpost nears and passes respectively. The buttons are:
2 sets of spawn SMG/Shotgun Troops
Release Manhacks (The manhacks are sprayed out two small ports on the back of the MO.)
Release Rollermines (Short, wide doors on the back of the MO open and the Rollermines scatter out. Can only be triggered 3 times.)
Thumper Overdrive (Stops Antlions from spawning for 30 seconds. Can only be triggered 4 times. It runs on a 45-second timer rather then the 20 second timer. Cannot be triggered once thumper is broken.)
Post Snipers (Two front-facing windows on the MO open and snipers look ahead and slightly to the outside.)

Other than the Mobile Outpost Sets, there are advanced reinforcements that can be called-in when there are more than 4 Rebels. These advanced reinforcements come in 3 types: Gunships, Striders, and Elites. The catch is that they must fight their way through the outer-forest to get to the important areas.
Striders and Gunships can be instructed to either follow the MO or harass the Rebel base. Elites are given basic, low-priority waypoints to attack/move through the forest that are aborted when the OW gives them their first command.

Rebel Armaments
Inside the Rebel base, there are ammo lockers for the Shotgun and SMG, and 5 grenades are set to respawn every 60 seconds. Out in the forest, AR2s, RPGs, and Crossbows can be be found and respawn every 60 seconds once taken.

Scaling
Aside from the scaling numbers of Combine units, the maximum number of Antlions on the field at any given time scales 3 antlions for every Rebel, starting at 10. When there are at least 6 Rebels (or 0) there will also be an Antlion Guard somewhere on the field.
The distress beacon does not spawn if there are less than 4 rebels.
The ceiling turrets reset themselves after dieing when there are multiple rebels, time scaling from 2 minutes for 2 people to 10 seconds for maximum rebels.
The MO itself can actually be destroyed, but it has a static health that is so ridiculously high that this tactic is only viable on very large, very full servers (around 12 rebels that know what the hell they're doing).
Though the MO itself has static health, the thumper, distress beacon, and wheels scale in health to the number of rebels at the start of the round.
For reinforcements, spawn one set every 45 seconds: One Gunship for every 4 rebels, one Strider for every 2 rebels, and 2 Elites per rebel.
Because Rebel reinforcements are coming anyway, the number of units spawned does not scale down when for the number of Rebels dead.

Antlions
The antlions spawn from antlion burrows scattered around the outer forest and are given the instructions to wander to random waypoints distributed through the forest. These tasks replace idle animations.
When the thumper goes into overdrive, the antlions scatter to random waypoints either deep in the forest or around the Rebel base.
When the Thumper is broken, antlions will seek the nearest enemy no matter how far away.
The Antlion Guard will spawn from the either the MO's exit tunnel, the MO's entrance tunnel, or a tunnel located at the top of the map. Once dead it respawns in sixty seconds.

Gunship/Strider AI
When they first spawn they will both fly/walk towards the edge of the forest. After which they will follow your your orders. Either to harass the Rebel exits, follow the MO, or patrol the forests. The Striders and Gunships follow independent command buttons.

  • Intended Effect

I hope that this becomes an intense, chaotic battle that pushes the Overwatch to the limits. Flanked by hostile forces, he must be constantly fighting-off the Rebel army. For the Rebels, there is an entirely different mentality to this map.

First effect is that the Overwatch is on the defense and scared for his/her life rather than the Rebels. A very interesting dynamic that would be fun to experiment with.
Second is a moving objective. The MO moves through different terrain, constantly changing-up the battlefield.

  • Final Notes

I greatly doubt that I will make this map. My Hammer editor is spazzing-out and I don't have the effort left in me to not only fix Hammer but to make an entire map.

Seriously, you can have this idea. You don't even HAVE to credit me. I fully donate this map to the community to do what it wants. I will gladly discuss balance and such to anyone and everyone, and help whoever wishes to take-up my map to whatever extent I can. Might even help map if I get around to fixing hammer.

But again, do what you want with this.

I must note that you cannot credit yourself with this until I see something that resembles the above map.

#2 Trainzack

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Posted 07 February 2011 - 09:56 PM

Wow.... sounds like a challenge to make, as well as a fun map to play.

#3 ScrooLewse

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Posted 07 February 2011 - 11:30 PM

View PostTrainzack, on 07 February 2011 - 09:56 PM, said:

Wow.... sounds like a challenge to make, as well as a fun map to play.

I think I might make this sometime this year. After I've made something simpler, of course.





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