like escort, there will be a path that teams are forced to go down. a bit like push of war onn warcraft. there will be tall ledges on either side with room to put turrets up. good idea?
That sounds just as fun as going up against my wall of death with a full team on the other side of it! Also the turrets respawn!
make the creeps tanks, likeno infantry unless they are dumb enough to get out something like a tank spawner giving team A a certain amount of vehicles per "try", and team B a head start on making defences if team A reaches the finish, even with a jeep team B loses "life" etc etc etc infact i might make a testmap to see if its plausable
how do you make (npc) units drive down a path? if you could this would be better than human creeps. my idea was that each team was defending and attacking. every vehicle your team buys will be a creep for the enemy to attack. and once it gets through your maze it will start attacking the base of the enemy. (would have to limit buildings other wise game would last ages. e.g only allow refs rax and vf (and maybe multiple paths air and water?)
i dont think that's possible or feasible (having tanks drive autonomously) id suggest a system that makes people ether spawn as a defender or an attacker for there team
I'm tempted to make such a map Only thing holding me down is the problem that most players will be getting slaughtered. Have yet to think of a way to make it any fun. Actually if possible i'd make it exactly as a typical turret defense map, with waves increasing in strength, sometimes spawn jeeps, then mediums, ...etc
make turrets for the oposite team outa tanks, spawn the tanks just below the map inside a box and have the turret stick out just barely and have the tank respawn once it's destroyed or by button =D gives it so that both teams can interact, just make sure the defending team is extremely limited in their movements
when you were talkin bout players gettin slaughtered silk, 1. they are gonna be npc's (hopefully) 2. they wont get slaughtered if turrets have multiple targets to go up against. and btw if some one does wanna make this map i cant be bothered any more, im really bad at advanced type of things in hammer.
for my POC experiment, i made the "creep" team just a bunch of vehicles that spawn in "waves" infantry can spawn closeby or in the ones that have a spawn point, and if the vehicles can finish the course they can drive in a pit which adds a point for "creep team" the idea is that if people like "race tracks" they will like this, the turrets make you ether race trough or start attacking the turrets (the idea is that heavier tanks can distract the turrets and engage at the same time while smaller tanks, jeeps and apc's can race forward to the pit while spawning infantry that can also engage the enemy from the jeep seats or on foot after a determined time the level is cleared (starting from the attckers side sweeping to the end of the level) of all vehicles and infantry (turrets and buildings remain) this is to promote quick rushes and make standing still as tank for too long unbeneficial the defender team has a commander + some prepositioned barracks and turrets the idea is that the commander places the most turrets, rifleman scout and grenadier all have there special abilities to trow in the defence (stickies?) while the engineers can place there own turrets (engineers can place turrets on the path itself, while the commander can only place them on "predetermined sidewalks" this enables clever engineers to make walls of turrets, where the tanks will have to blast trough also there are multiple pathways to make it so there is always at least 1 or 2 pathways "driveable" since this map is POC (proof of concept) and the only fun i get from this is the entity organisation do not expect aesthetics, but functionality most of it is done-ish, only thing that remains is making the waves "progress" and time-testing the length of a wave and the amount of time the attackers get before they are sweeperd away