!Update 12-8-2014! Download Link for emp_tunnelrats_rv1 Download emp_tunnelrats_rv1 Full :rv1 Patch for anyone missing roof texture in middle: rv1 Missing Texture Patch Initial release of tunnelrats. Here is the link to download the package. Download emp_tunnelrats !Update 12-30-2014! I have decided to be flexible till we get cap points population aware. Here are the changes I have put in tunnelrats_rv3a.. Images Updated to show current state Download emp_tunnelrats_rv3a 1. Reduced cap time on all flags. 2. Reduced cap requirements to mimic something inline with Urban Chaos. Flags 1,2= 1 Player, All other Flags = 2 Players. This should make it fully playable for pops of 4 players. 3. Reduced starting reinforcements to 150 vs the 250 it was. 4. Increased bleed from flag 4's to .2 per GT vs .1 it was prior. 5. Provided cover around all interior flag rooms, and expanded flag 5 cap points to include crate storage areas. 6. Included 2 additional paths to mid and to enemy interior tunnels. 7. Added forward spawns for capping Flag 2. Should aid team without center flag in contesting it easier. 8. Provided ladder access from Main spawn to Flag 2 area to speed route to Flag 2.
In the harsh corners, perhaps, but I see a lot of open areas where a mobile shotgun user would get cut down by nearly anything else. And that's a good thing. The map looks awesome so far. I feel like the cave motif might make more sense in an infantry only map. We'll see.
He probably meant that old one in Bush. And the sandtraps in Vehicletraining which I believe are still there.
At least vehicle training, there's a hole east of the lake north of nf main. If you drive over, part your vehicle can get stuck the sand permanently.
Wish source was able to do this randomly. If I put them in people would learn them quick and just avoid them. There will be some risk/reward areas, but going to let you guys figure those out. Don't want to give away any secrets.
You can get out it just takes an ridiculous amount of time. Shooting cannons will move you a little. Or you can get out of the vehicle and place a turret to push the vehicle.
Use a Logic_case in combination with a couple of Logic_relays, that enable triggers that activate the traps. In short: Use a trigger_once on mapstart to fire the input PickRandomShuffle to the logic_case, have OnCase01 fire logic_relay1 trigger, OnCase02 fire logic_relay2 and so on. Voilá! Randomised traps.
You could make it so it is basically a quicksand" desert, it appears a large relatively flat displacement with brushes where players walk, only to have randomised holes in them... crossing this place is risky but could pay off if worth it, it could be made so vehicles cannot really cross it.