Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You can also take a look at this new map:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=161688110&searchtext=
Building on buildings, power line glitches and passable barriers/walls do appear to be game wide bugs.
This is still though my favorite siege map. Rarely do I ever build artillery but I use it here even with enemy players.
I still would like to see a "last-stand" map developed at some point... Essentially one side has surrounded the other and is impossible to siege out due to terrain blocking LoS and pathing to attacker buildings, (much like the hydro map glitch). The only way for attacking players to gain access to the defending area is via a forward spawn inside the defending base. All the attacker has to do is dump as many structures as they can into the enemy base and destroy them. The defender has to survive till the match timer reaches zero. Attacker has access to 200% more resources than defender depending on how much you want to scale it. (The attacker probably may need more than 1 assembler to increase deployment rate!)
In terms of a single player last stand, 10 scripted waves of enemy structures getting deployed from a commander bot, if that's even possible.
Alternatively, just make a small map with an excessive number of control points to promote the use of more than 1 assembler.