Map:dgate
Deimos Gate - Download this map!
Image | Map Info | Player Synopsis/Review |
---|---|---|
Map with an interesting gameplay. |
The idea of the map is as follows: Each team has three flags that are in different parts of the base. The way to the main touchdown is closed by a protective field. In order to remove it, you need to bring all three enemy flags to the intermediate touchdown. Moreover, it is necessary to bring all three flags, and not the same flag three times. After that, the player can go to the main touchdown and click on it. Only after this the team gets their points. Of course, the protective field is switched on by the new one and the player dies :). Architecturally, the bases are thought out simply perfectly. Opposite the entrance is the central hall. In it are located the intermediate touchdown and passage to the main one. Also, in it, but already on the second floor, is one of the flags. To the left of the central hall is another one. In it, on the first floor, lies the second flag. This hall, is connected to the central hall on the second floor. In addition to the stairs to the second floor, there is also a staircase to the basement. In the basement is the third flag. The basement is connected to the central hall by two vacuum cleaners. One of which is blowing up and the other is down. The same vacuum cleaners connect the floors of the main hall. These vacuum cleaners blow only for their own. That is, opponents can jump into both mines or jump out of them back, say, on a horse. There are several Nuts on the base. They do not close the doors, but the enemy can not enter them. Some of it will simply be thrown away from its entrance, and some will be killed. Interior design is done very well. Both in terms of textures, and in terms of children. Beauty, and only ... One of which is blowing up and the other is down. The same vacuum cleaners connect the floors of the main hall. These vacuum cleaners blow only for their own. That is, opponents can jump into both mines or jump out of them back, say, on a horse. There are several Nuts on the base. They do not close the doors, but the enemy can not enter them. Some of it will simply be thrown away from its entrance, and some will be killed. Interior design is done very well. Both in terms of textures, and in terms of children. Beauty, and only ... One of which is blowing up and the other is down. The same vacuum cleaners connect the floors of the main hall. These vacuum cleaners blow only for their own. That is, opponents can jump into both mines or jump out of them back, say, on a horse. There are several Nuts on the base. They do not close the doors, but the enemy can not enter them. Some of it will simply be thrown away from its entrance, and some will be killed. Interior design is done very well. Both in terms of textures, and in terms of children. Beauty, and only ... Some of it will simply be thrown away from its entrance, and some will be killed. Interior design is done very well. Both in terms of textures, and in terms of children. Beauty, and only ... Some of it will simply be thrown away from its entrance, and some will be killed. Interior design is done very well. Both in terms of textures, and in terms of children. Beauty, and only ... Now about the bad. With the interbas space, the author, to put it mildly, got excited. Instead of a central exit, a teleport is installed on the base. He brings to ... ghm ... what is shown in the picture above. There are such paths or ramps above the abyss. It will be extremely problematic to attack them. If you are lucky and you are thrown off them already closer to the middle, then you can fall to the lower tier. From the lower tier are already, more or less normal corridors to the base. That is, without any teleporters there, although with the possibility to collapse again into the abyss. And to disperse in these corridors is also not realistic. Exits from them are on the right (looking from the teleport) from the main halls. By the way, note that the corridor that is closer to the teleport on the street is not leading to your own, but to the enemy base. And, accordingly, on the contrary. Even if you learn how to quickly get from one teleport to another (hiding on a horse, for example), then the base will still be too easy to lock. Why guard all three flags, if it is much easier to keep a teleporter and one corridor? In general, it turns out sadly ... If you remade this card, replacing its central part, it would be just super. And so ... Evaluation only for a good idea and its implementation for half ... |
From the author:
WAD Authoring Template V1.4
====================================================
Title : Deimos Gate
Filename : maps/dgate.bsp
sound/hedact.wav
sound/sample11.wav
sound/mgcdth.wav
sound/mgfall.wav
sound/puzslv.wav
sound/a/art1.wav
sound/a/sorboss1.wav
Author : MEHT
Description : Sorta standardish gameplay, but with 3
keys per team. Once you gather and cap all 3 enemy keys, you can then proceed to score. Oh and try not to cap the same key more than once per score, otherwise it might screw up the key icon lights.
====================================================
- Play Information *
Episode and Level # : dgate
Single Player : No
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
TeamFortress : Yes
Difficulty Settings : Not implemented
New Sounds : Yes
New Graphics : Yes
New Music : No
Demos Replaced : None
- Construction *
Base : New level from scratch
Editor(s) used : Qoole
Known Bugs : Some corners dont quite line up,
but thats Qoole's exporting.