Author Topic: Part 4: Convoy Ambush  (Read 5176 times)

Part 4: Convoy Ambush

Part 1: First Encounter

Part 2: Strategic Riverside TDM

Part 3: Strategic Island CTF

Part 4: Convoy Ambush

Classes:
Spy: Pistol, Invisi Watch, TF2 Butterfly Knife
Standard Trooper: Assault Rifle, Pump Shotgun, SMG, Pill
Support Personnel: Sport Rifle, Silenced SMG, Suppressed Browning HP, Pill
Medic: Scattergun, Medigun, Blutsauger, Pill

Part 5: Bombing Raid



OH YES ITS OUT.

Help from:
Joxus: Wheel base and rear sections of vehicles and the original base design. Trees also by him.
Twig: Terrain stuff and that burning hut.
Orion : Built the Sat dish. If it is you please post or PM me so. Seems like he's not responding.
Joekirk & Miki: For being there when nobody else was.  :cookieMonster:
Nick92675 & MrCookie: For showing me the former scout class was overpowered
Ownage [?]: For suggesting the spy class.



GAMEPLAY:

This build functions as a backwards CTF. You spawn (technically) next to the enemy's flag, and have to take it to the capture zone across the build. In this, the Blue has Red intelligence, and have to bring it over to the sat dish across this valley to uplink it and send it out. The Reds have to destroy the HQ truck to get rid of the intelligence.

You'll say "Why not blow up the sat dish?" Well, the Reds camping out there have only that to connect to the internet and send out info or download stuff like Blockland and pr0n to spend their time. Therefore, they don't want to destroy it. They'll get a beating from the general if they do, anyways.



PICTURRS


As standard, we have the top-downs first.






Once again, capturable bases, but this time they don't have any weapons except for pills.




Red Hideout




As stated earlier, Joxus did the base of each of the vehi's




Closeup on the smaller trucks.




Interior of the main HQ truck. Note the red plate, that's the flag capture.




Sat Dish, or the Blue's flag capture.




Terrain is as usual, just that there's a lot more jumping to do to climb the mountains

The bridge is a strategic point, used to have a good overview of the forward sections towards the Blue convoy.




Why the convoy stopped. Red's knew of the upcoming advance and planted a roadblock and various mines.





BONUS PEEKS



When we were messin around.



TREE SHOT (Joxus' Clan tags)



Gameplay Screenie





RATTTEEE
« Last Edit: May 08, 2010, 11:16:17 PM by Conan »


Sorry, But I dont like it.

Improve the Terrain and ...
Make it Smaller I guess it takes hours to find someone/get to a cap/base.

Think it looks good 8/10

Sorry, But I dont like it.

Improve the Terrain and ...
Make it Smaller I guess it takes hours to find someone/get to a cap/base.

Bases are not hard to find.

terain could be a bit better though :cookieMonster:






Okay, fine guise. I do understand the terrain's basic. I'm adding sandbags right now.

The uniforms need more distinction.

That's really nice, it looks like you took my advice and made the terrain less basic.

Dislike for the usual reasons.

A common theme here in Blockland DMs is the lack of definition in the build.

Dislike for the usual reasons.

A common theme here in Blockland DMs is the lack of definition in the build.
wat.


This is supposed to be generic.

The whole series is supposed to be generic.


I like it. But I like all big sized terrain builds.. that are good. 10/10.

This is really good.

wat.


This is supposed to be generic.

The whole series is supposed to be generic.
A lack of definition has nothing to do with it being generic. If generic is equivalent to low-quality then you may have a point.

There is simply too much clutter for any certain features to be definite. There are a few defined areas, but the map falls short due to other issues. No area should be too inaccessible and yet few areas should exist to be accessed.