Escort Alternative Version: Beta 2 This is a modification of the official emp_escort map for Empires that incorporates some of the new mapping options available. Primary Changes: BE starts with less tickets, but adds tickets for each flag capped BE radar is replaced with a repair station Certain BE tech is removed Can only build up to level 2 turrets Various exploit and bug fixes (NOW PARACHUTE FRIENDLY!!! for servers using that plugin) Escort is one of my favorite Empires maps that is regularly ruined by stacking, exploiting, and otherwise fail teams. I hope these changes will help make the map more balanced and fun. Please leave feedback below. Screenshots: Pic 1 Pic 2 Pic 3 Pic 4 Download emp_escort_alt2: Mirror 1 – fpsbanana Mirror 2 – Empiresvhe on hlrse.net Mirror 3 – Sendspace Special Thanks to: Solokiller – For allowing me to make modification to his map [LoDw]Keef – For insight on various mapping conundrums John Shandy – For helping check and release the map Nachos Server – For allowing me to test the map on their server Qwerty – For the awesome free web hosting for Empires custom content CHANGELOG - emp_escort_alt2 ADDED - Infantry ladders to the NF spawn for the first and fourth flags FIXED - Infantry ladders to the NF spawn for the second and fifth flags CHANGELOG - emp_escort_alt1 ADDED - Repair station to BE starting spawn (will respawn if destroyed) - BE cannot enter the NF spawn area at each flag until the flag is captured REMOVED - Radar in BE starting spawn - The following BE research items: Plasma Cannon Plasma MG Rail Guns Homing Missiles Heavy Chassis AFV MKII Chassis CHANGED - BE now starts with 1200 tickets and adds 600 tickets for each flag captured - Only Level 2 Turrets can be built FIXED - Various exploits - NF can no longer get on the BE side of the BE starting spawn by parachuting, turret boosting, or infantry stacking - Exploit in which infantry can get over the buildable ramp before it is built
Will the vf respawn after being destroyed by sabotage? The current system to protect the vf (always close the gate) is almost not feasible. My suggestion would be a electric field like on vehicletraining arround the vf. And can you change the trees at the last flag? Turrets can shoot thru them, but you can't see the turrets. Ether remove some trees or change them, so that turrets can't shoot thru them.
The forcefield of Vehicle training is a player_clip and trigger_hurt, silk showed me how to do it, if you want, i can help you out with that part, i like the idea of a sheild
Hey, I'm not gonna bother going through the thread, but did you remove the ability do destroy on of the lvl3 turrets from NF rooftop?
This map was always frustrating in the beginning as NF, but as soon as BE wasted all their res on dual rail heavies it could be really fun especially with only 10 or 15 people. The thing I hated most, though, was coming out of the NF spawns on pretty much every flag you would have to jump down and lose 10% or so health. For the next release could you could make it more aesthetically pleasing, like replace the old HL2 toxic slime and dirt textures with more empires style ones. Also the ambience color in that map isn't so very good. It would be nicer if it had a more yellow ambience sort of like Cyclopean.
CB included a new infantry restrict entity that allows you to restrict entry based on faction or class. I put one around the VF so a scout can't get close enough to sab it.
I had to disable the parachute plugin, I was told by one of my admins players can still jump over the unbuilt bridge in one leap
So engi, gren or rifleman can still destroy VF but it will automatically respawn (after which time?). And because VF is blinking at the minimap this should be easy to counter. I like this solution. Because heavy tanks are removed BE will need less resources.
If i'm not mistaken, you can do this without parachutes as well. just have to lower the ladder brush a bit and maybe raise the other side a tad so this can't happen with or without parachutes
Did he see a BE player jump over the bridge? There's a brush there that prevents BE from doing that before the bridge is built. I didn't restrict NF from doing that because they can already spawn behind there (so he might have seen an NF player do it and infer that BE can do it).
Did you guys know that you can crouch jump in a few places, like dropping a turret in the pit at the second flag to cap and then you can crouch jump out of it.