Author Topic: ♣ TAG's Woke Island [closed]  (Read 5475 times)


So I had a couple of ships sitting in my save folder, gathering dust.
I thought to put them to use in a control points map, and following the popular map Wake Island decided to try and make the very best Wake Island map ever, Woke Island.
The difference between Wake Island and Woke Island being that the inhabitants of Woke Island are aware of the fact that jet fuel can't melt steel beams



Gallery

First of all, a small gallery. Click the images to enlarge.

The entire map



Red base



Blue base



Control points





Spawn rooms





Gamemode
The gamemode being played is a pretty straight forward control points gamemode.
There are 4 control points. The team to control 3 out of the 4 control points for 3 minutes wins. Alternatively, if this doesn't happen within 30 minuts the team with the highest score wins.
This time (3 minutes to hold) has to be tweaked to be fair; this is why I am doing an open beta test.

Most of the 4 control points have some sort of bonus attached to them.
  • A: Control of 2 naval guns, good for attacking team blue
  • B: Control over an MLRS, good at long range defense of control points
  • C: If captured by the blue team, gives them 3 humvees
  • D: Nothing really, just the all-round hardest point to capture




The map
The aim of the map was to look good while also being extremely fun. This is why the map is as interactive as possible. The map currently has the following gameplay features:
  • 2 detonatable bridges (takes them out for 60 seconds)
  • Custom made Phalanx CIWS turret
  • Custom made Mark 45 naval gun
  • Lots and lots of emplaced turrets to defend positions
  • Sharks that will forget you up
  • Clouds (non-colliding, non-raycasting)
  • Spawning on captured control points
  • Interactive map in the spawn room
  • Landmines
  • 10 hidden treasure chests that grant access to a special place once found

The entire map is loosely based on the horseshoe shape of Wake Island. The rest is mostly freeformed.
There are 4 control points; A, B, C and D. Some details:

A: Has 2 naval guns and a small bunker. Also features a small patrol boat. It is not possible to reach point A with land vehicles.

B: Point B is the radio tower. It features control over an MLRS, a trench, a small bunker and of course the tower, which is a good sniping spot.

C: Point C features a camp spot, a port (with a large, underground bunker), a fortified house and a Phalanx CIWS.

D: Point D is in the middle of the horseshoe shape, and can only be reached via boat or air. It's surrounded by sharks, making swimming to it hard. Features a watchtower and 2 rowboats.

Control of any 3 of these 4 points at once gives the team controlling them victory after 3 minutes.

The rest of the map is dotted with palm trees, tank traps, rocks, flower, sandbags, houses, small hills and some points of interest (including some easter eggs). There is enough cover to go around.




Item selection
The item selection is score-based. Items cost anywhere from 0 points (pistol) to 1500 points (sniper rifle). Points RESET after each round, but items can be saved. This is a mechanic to make it so you have to have a really good/skillful round to be able to get that sniper, instead of just being on the server for a long time.

Kiling a player is 25 points, capturing a control point is 75 points.
These values are also subject to change during the beta.




Rules
There's just 3 rules on the server:
Don't bug abuse, don't try to crash the server and don't use the jets for transport.
Pretty self-explanatory if you ask me.

The UH-1 vehicles are known to crash server when impacting bricks at high velocities, so I made them extremely fragile. If you so much as toch a brick at any velocity the helicopter explodes. Don't worry, landing works just fine fi you don't smash it into the ground.




Notes
Stereo is enabled with some sick custom songs for in the UH-1's. Try it.

Please post any feedback you have during the beta on this thread as a post.

The server should be going up some time today (I personally think it will be around 2.5 hours from submission of this post).

Thank you for reading all of that, and I hope to see you in the server today!
« Last Edit: November 01, 2016, 05:35:22 PM by TheArmyGuy »

Changelog
V1.0 -> V1.1
Increased UH-1 rocket damage
Increased UH-1 hitpoints by a factor of 3
Replaced F18 jets with A10 jets
Increased landing craft speed
Increased landing craft hitpoints
Lowered sea mine damage
Made blue team's doors on the carrier open when walked into by blue team members
Added a bycicle at each control point
Increased control point indicator visibility and size
Changed the bunker keypad code (it's 9 digits now)
Added 5 more treasure chests (haha forget you Sleven)
Greatly increased the reward for finding all 15 chests and entering the bunker

Removed score-based weapon system, added 8 classes instead:
Sniper:
   Sniper rifle
   Pistol
   Molotov
Scout:
   Sport rifle
   Akimbo pistols
   Conc' nade
Battle:
   Battle rifle
   SMG
   Conc' nade
Marksman:
   Assault rifle
   Magnum
   Conc' nade
Heavy:
   Light MG
   Pistol
   Conc' nade
Rocket:
   RPG
   Pistol
   Stick nade
Shotty:
   Pump shotgun
   Pistol
   Conc' nade
Sapper:
   Javelin x3
   Akimbo pistols
   Stick nade
« Last Edit: October 26, 2016, 10:45:00 PM by TheArmyGuy »


Server is passworded?

Also, the shop system is a bad idea, as it makes essential items for combat inaccesable to new players, causing them to leave. I would suggest a unlockable cosmetic system
« Last Edit: October 26, 2016, 04:33:07 PM by patton360 »

Server is now open, I've had complaints before about the weapon system but I have no idea how to balance it out any other way. I don't want everyone running around with just the 5 best weapons there are.

You could set up classes that have only one main weapon and then a side weapon or tool or attribute to fit that class.


i guess the sheeple woke up, after wake island told them to wake up.

map looks great, will join when I have the chance

first one to find all 10 chests

/pro


Updated the map after recieving feedback from today's hosting session:
V1.0 -> V1.1
Increased UH-1 rocket damage
Increased UH-1 hitpoints by a factor of 3
Replaced F18 jets with A10 jets
Increased landing craft speed
Increased landing craft hitpoints
Lowered sea mine damage
Made blue team's doors on the carrier open when walked into by blue team members
Added a bycicle at each control point
Increased control point indicator visibility and size
Changed the bunker keypad code (it's 9 digits now)
Added 5 more treasure chests (haha forget you Sleven)
Greatly increased the reward for finding all 15 chests and entering the bunker

Removed score-based weapon system, added 8 classes instead:
Sniper:
   Sniper rifle
   Pistol
   Molotov
Scout:
   Sport rifle
   Akimbo pistols
   Conc' nade
Battle:
   Battle rifle
   SMG
   Conc' nade
Marksman:
   Assault rifle
   Magnum
   Conc' nade
Heavy:
   Light MG
   Pistol
   Conc' nade
Rocket:
   RPG
   Pistol
   Stick nade
Shotty:
   Pump shotgun
   Pistol
   Conc' nade
Sapper:
   Javelin x3
   Akimbo pistols
   Stick nade

« Last Edit: October 26, 2016, 10:44:52 PM by TheArmyGuy »

Changed the bunker keypad code (it's 9 digits now)
Added 5 more treasure chests (haha forget you Sleven)

bitch

also is the code hidden somewhere on the map?

bitch

also is the code hidden somewhere on the map?
Yes but it's in 9 pieces and even more difficult to find than the chests.

Also I buffed the CIWS anti air turrets by making the bullet velocity 1000 instead of 200, so taking down planes should be easier now.
« Last Edit: October 27, 2016, 09:54:10 AM by TheArmyGuy »

When is this coming back online


When is this coming back online


Saturday evening sadly, don't have a lot of time just now.