as_crackdown

Discussion in 'Mapping' started by D.D.D. Destroyer, Sep 27, 2017.

  1. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    After your cell was exposed just before you were ready to execute your attack on a convention center in Kren, Imperial intelligence tracked you down and intiated a crackdown in the entire district. Without time or resources to answer their move, you were forced to barricade yourselves inside a small suburban house nearby. The owner put up a bit of a fight, but two bullets made short work of him. You stashed him and his family in a closet and are waiting for a friendly cell to come in through the sewers and rescue you. But the Imperials will get here first...

    Defend the ground floor of the building against Brenodi fast responders. Either beat them back in less than three minutes, or hold out and escape via the sewers.



    Imperial counter-intelligence agents have uncovered a terrorist cell on the brink of performing an attack on the Burrows Convention Center. To prevent the Jekotians from escaping, the district the cell was in has been cordoned off, and armed squads are sweeping it in its entirety, door to door, building by building. You and your squad were sent to investigate a report of gunfire coming from Senator Digby's holiday house, and found that the Senator was critically wounded by the terrorists. There is no time to wait.

    Enter the building with the use of breaching charges, wipe out the Jekotians, and stabilise the Senator before he bleeds out. Reinforcements will arrive three minutes after you go in. Do not let any enemy escape.


    minimapa2.png

    (Yes this is an overview picture of the current alpha version and not a nice header image.)

    as_crackdown is a tiny assault map designed to be played as an intermission between longer-form maps during medium- and high-population matches. It features a lot of destructible cover, compact fighting conditions, and excellent interconnectivity between all areas of the map.

    Brenodi Empire is the attacking side. They have to choose and prepare their areas of entry by way of building breaching charges on various entryways into the house. When all desired spots are prepared, triggering the detonator sets off the charges and begins a three minute countdown that ends with BE reinforcements arriving and Northern Faction's sewer escape route opening. Their objective is to eliminate the entire NF force and not let any enemy escape via the sewers.

    Northern Faction is the defending side. They have to prepare for the BE assault and either eliminate all enemies before three minutes pass, or survive the BE attack for that time and then have at least one player escape into the sewers via a manhole in the basement.

    The map is currently in the final stages of alpha infancy and is fully playable. If you find any bugs/exploits or have feedback you'd like to share, please post here or hit me up privately.

    Attached below is an archive of all the files required for the map to work properly. Just download it, extract somewhere safe, and merge the folders with the ones in .../steamapps/common/empires/empires.
     

    Attached Files:

    Last edited: Sep 29, 2017
  2. Ranger

    Ranger Member

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    I feel sorry for Senator Digby and his family. I hope he didn't have any pets or cakes.
     
  3. Sgt.Security

    Sgt.Security Member

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    Not a worry, Brenodian Special Forces will reacquire the cakes at all cost.

    Pets are expendable.
     
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  4. Misfire

    Misfire Always Lost

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    It's been added to ESB rotation for play testing, but may need an admin on to pull it up specifically
     
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  5. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    New version of crackdown, _a4. Map is more newbie-friendly now.

    * Added commander-style orders to better indicate current objectives
    * Enhanced breaching charges to make them stand out more
    * Fixed game not ending correctly after NF evacuate into the sewer
    * Fixed exploits where players could teleport through doors before breaching them
    * Fixed exploit where NF would be permanently stuck in the house (added ladder to bathroom)
     

    Attached Files:

  6. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Here is _a5 with a fix for missing player clips I introduced by accident :rolleyes:
     

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  7. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    _a7 is out, probably last alpha version unless there's a big bug.

    * Fixed table in basement leaving a monitor hanging
    * (Probably) Fixed players being able to be glitched into the hall dining table
    * Added player clips to garden fences to prevent exploits
    * Removed all Engineer buildables
    * Changed time until BE reinforcements/NF sewer opening from 3 to 2 minutes after breach
    * Reduced wait phase time to 20 seconds
    * Added a pressure mechanic for BE - if the breaching charges aren't detonated in 90 seconds, they start losing 1 ticket per 15 seconds until they breach
     

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