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Like I know in my Escort map has a bug right now with the bridge repair for some reason. I have to spend some time on that one this weekend.
Me and bro played this for a bit more than an hour, racking up an insane amount of kills :D
Thanks for making such a challengeing yet balanced and also pretty Horde map!
- Balance, removed final waves of heavies from wave 5. Was a little overwelming.
Zur Erinnerung: Stellen Sie sicher, dass alle Spielerplätze entweder CPU oder HUMAN sind. Andernfalls wird die Karte nicht geladen und stürzt ab.
Replaced Medic buildings with tents. Was causing early victory when destroyed lol
- Added more cover in main battlefield.
- Slight art pass.
- Wave 2 boss reduced sniper spawns from 3 to 2.
- Wave 3 added more brit light vehicles to random mix. Increased spawn time so not so bloby
- Adjusted lighting slightly.
- Various other tweaks.
- Art pass throughout
- Added more things around beach rebel bases.
- Adjusted some playbill balances.
It was fun trying it out with Shadow and I'm glad he took my suggestion about the 17 pounder emplacements so I'm not so confused why my tanks are dying to what seemed like MG nests lol.
All in all, it's great overall. I recommend playing with a population of 150~250. If you consider changing the tank fleet to regenerate all the time later, it will be more suitable for high-population games.
- Replaced odd brit AT bunkers wit proper 17 pounder emplacements. (Thanks for suggestion!)
- Art pass throughout.
- Added tons of cover throughout.
- Added attack map pings for objectives.
- Various other changes!
- Fixed pink box bug.. thanks Germinhsoviet for pointing out...!
- Fixed loiter issues that wouldn't go away.
- Added more art/buildings/etc...
- Art pass throughout.
- Updated some playbill paths/balance.
- Tweaked bosses made them easier.
- Stopped all the air attacks at wave 4
- Tweaked playbills throughout
- Added FOW for wave objectives
- Added some V1 fun (not against you)
- Lots of other playbill scripts added.
- Pathfinding fixes
- Capture zone tweaks
- Removed carpet bombs from AI.
- Adjusted AI loiters to prevent players from camping middle entrance.
- Various other tweaks.
- Cleaned up beach, improved pathfinding
- Added quick airstrike to wave 2 to prevent players from camping middle.
- various other tweaks.
- Added trench crossings (forgot)
- Decreased armor/health of wave 4 croc boss, too hard!
I wanted to keep it really simple. 5 Waves. Destroy the enemy bases at the end.
I started this morning, took a break, and finished in the evening...
Kind of curious what I can do from scratch in one day. lol. So be forgiving...
Total time from start to finish roughly 9 hours.
That being said, feel free to leave any comments/suggestions on anything broken, balance changes, etc...
This map was not made to be easy, its a hard horde. Its the Kickass - no breaks - no intermission - you will die - horde map.
Enjoy... ;)