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WAR- Reverse TD Robots Vs Cultists

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    WAR- Reverse TD Robots Vs Cultists

    Name:Reverse TD Robots Vs Cultists
    Version:1.0
    Compatibility: Doesn't use any custom classes, so can easily be cooked to PS3
    Description: You start off in the cube. You're the masterminds behind your color's army. Inside each cube is essentially a platformer game in itself where you search out weapons and trade them in for upgrades. Attacking the Vortex with rockets, flak balls, and shock balls will increase the spawn rate by +1. There are 3 processing plants that will accept your guns. Rocket puts you into the Cicada, Shock Rifle spawns a turret on your side of the map, and Flak cannon will spawn a wave of bots. There is also a cross that takes the damage. Shooting it to the threshold will spawn a bot with a particular weapon depending on the damage received.
    Comments: This was originally a CTF map, but bots spawned from the Actor Factory like to defend their base instead of going to steal the other team's flag. Hell, for all I know this has already been done before. But it was fun to put together!
    Screenshot:




    Credits:Meeeee, and everyone who's ever taken the time to help or write a tutorial
    Homepage:www.kargd.com
    Download:http://www.gamefront.com/files/20298...verseTDRVC.zip

    Thinking back on it... a reverse TD is pretty much the same thing as an RTS lol...

    #2
    Mirrored on Mapraider's three mirrors:

    http://www.mapraider.com/maps/?fileid=5642

    It's definitely different. The idea of the floating boxes is interesting, but the insides feel a bit ad hoc. The game play could be a lot more interesting, but it's pretty flat overall since there's one node in the center of a "fixed" path.

    Comment


      #3
      Originally posted by FreakinMeany View Post
      It's definitely different.
      It's definitely missed and unplayable.
      Ok, the mini-portal-game is fun 5min, the map not.
      (unless if you have imagined this map for a duel, one human per cube)

      -it's a bit hard to destroy a node with an enforcer
      (it lacks a teleporter to go to the cube when we respawn out of it)
      -an event dont work in the cube: the node base on wall isnt a mover
      -the turret respawn isnt balanced: more it spawn far the core, more it's efficient
      -Cicada is a bit useless in this map, selfsame you have difficult in your video (or it need a safe spawn zone)
      -you could make your map interesting if we could attack players in
      the cubes and if you improving the layout.

      Comment

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