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oc_castledefense (beta4)

Posted: Tue Jul 17, 2007 12:42 pm
by Shana
This map is included in oc since 1.3, no need to download it anymore.

This is the fourth and probably last public beta version of oc_castledefense, in this map you have to defend the "stones of the elements" against 3 attack waves, when all stones are destroyed, you lost and the map is over.

This map has a full custom soundtrack from halo and metal gear solid, all custom sounds/materials/models are packed in the .bsp

Please report every bug you find, thanks!

Hints:
-Sometimes you can use the radio in the spawn room to order weapon supplies.
-You dont have rpg´s to destroy the apache, only normal weapons, but there is a way to make him unable to fly, just think :wink:
-Dont let the alien grunts enter the element room, it will not end good XD
-The first wave maybe feels a bit "slow", but it gets better after the first wave, trust me :wink:
-There are a lot of spots to place the turret, just search arround and look for holo-turrets.

Known bugs:
-The xen npcs sometimes get stuck together or stack at their spawn points, i try to fix this for the next versions.
-Hgrunts sometimes dont shoot at the stones.

Beta2 Changelog:
-Fixed gunship and helicopter getting stuck with dropships.
-Fixed alien controllers flying out of the map.
-Fixed xenwave npc_enemyfinder not getting activated.

Beta3 Changelog:
-Fixed map getting stuck when citizens are still alive after the combine wave.
-Added assasins to the hgrunt wave.
-You now get a turret with 1000 rounds when you order supplies, to place it, just pick it up and place it where you want it. (theres a holo-turret on every spot where you can place it.)
-Added S.L.A.M.´s.

Beta4 Changelog:
-Added a APC.
-Fixed portal appearing fully black.
-General optimizing.

Screenshots:

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Download:
http://w0rf0x.de/other/oc_castledefense_beta4.rar
Rapidshare:
http://rapidshare.com/files/59644599/oc ... 4.rar.html
Failfront:
http://files.filefront.com/oc+castledef ... einfo.html

Posted: Tue Jul 17, 2007 1:24 pm
by fug4life
Yes, yes and yes!!!!

Just YES damit!!!

well done :thumbsupgabe:

d/l now!

:mj:

Edit:
I've put it on [GU]Mayhem's server if anyone is looking for somewhere to play. It's door number 40 in the mapselect_v2 or can be voted in.

Posted: Tue Jul 17, 2007 4:09 pm
by fug4life
EDIT:

Ops double post, sorry.

Errrr,...GO PLAY THE MAP!

Posted: Tue Jul 17, 2007 6:16 pm
by Hell-met
Looks pretty.

Is that apache a new 1.3 npc, or just a normal combine helicopter?

Posted: Wed Jul 18, 2007 5:25 am
by triple_h
Great map!! :rockon:

Posted: Wed Jul 18, 2007 5:29 am
by Shana
Fire_cube wrote:Looks pretty.

Is that apache a new 1.3 npc, or just a normal combine helicopter?
Its a normal combine helicopter, modified in hammer and with cvars to look and shot like a apache.

Posted: Wed Jul 18, 2007 5:37 am
by Hell-met
Seems like it was cleverly done, especially with the rapelling hgrunt spawners. Nice work.

Posted: Fri Jul 20, 2007 1:03 pm
by destu
the waves with hgrunts are way too slow and there should be more hgrunts coming.

map itself is okay but it feels too short and total ripoff of that loz defence map

Posted: Fri Jul 20, 2007 1:25 pm
by Shana
destu wrote:the waves with hgrunts are way too slow and there should be more hgrunts coming.

map itself is okay but it feels too short and total ripoff of that loz defence map
Its not a fraking ripoff, yes, i got the idea for this map from loz_castledefense, but this map is my OWN work, and it feels nothing like loz_castledefense, maybe the look, but nothing more :roll:
And i already said in the first post that the first wave is a bit slow.

Posted: Sat Jul 21, 2007 8:10 pm
by Shana
Beta2 released, check out the first post for downloadlink and changelog.

Posted: Sat Jul 21, 2007 9:31 pm
by fug4life
On its way! :D

Posted: Sat Jul 21, 2007 11:52 pm
by Hell-met
You should ask someone to recompile the grunts models with citizen animations and give 'em freaking RPGs

Posted: Sun Jul 22, 2007 10:06 am
by Shana
Fire_cube wrote:You should ask someone to recompile the grunts models with citizen animations and give 'em freaking RPGs
I could do that, its actually very easy, but the citizens dont have rappel animations and i dont know if it works when i include the animations from 2 different models (combine and citizen).

Posted: Sun Jul 22, 2007 1:57 pm
by fug4life
:twisted:

Wonder if future npc weapons scripts, would help do this! Mind you that's a lot of incoming RPG's!

Also just a quickie how you stop the gunship;dropships; heli's from colliding?

Posted: Sun Jul 22, 2007 2:19 pm
by destu
just a tip, its defence not defense