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 Bridge [r3 - includes v2] 
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Joined: Tue Apr 10, 2007 10:32 pm
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Post Bridge [r3 - includes v2]
Description:

Bridge is a level with almost no ground; there are cliffs on each side but the bridge itself is fragile. The map doesn't loop.

Leaving a gaping hole in the bridge makes for fun gameplay... it's fun to blow a clone's legs off and send him into a spiral of death toward the bottomless pit.


With release 3 I have included version 2 as well, since they are somewhat different. Version 2 is a bridge with a tunnel interior, while version 3 is just the top of the bridge but has catwalks beneath and watchtowers above.

I also included my old bridge modules and a few new ones which are buyable. Useful? I dunno.

I'm considering making an actual mission for this but I'm not really sure what to do. Suggestions are welcome.

Download:

Attachment:
cgMapBridge.r3.zip [605.21 KiB]
Downloaded 1768 times


Screenshots:

Version 3:

Image

Image

Image

Image

Version 2:

Image

Image

Image

ffr:623


Last edited by cambiogris on Fri May 15, 2009 4:47 am, edited 5 times in total.



Sun Nov 23, 2008 7:42 pm
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Post Re: Bridge [r2]
Lol.. snickers


Sun Nov 23, 2008 7:43 pm
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Post Re: Bridge [r2]
cool, ill grab it when i get home.


Sun Nov 23, 2008 7:45 pm
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Post Re: Bridge [r2]
I LOVE THIS MAP. :-?


Sun Nov 23, 2008 7:55 pm
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Post Re: Bridge [r2]
uh.. ya, were should I place my brain?


Sun Nov 23, 2008 8:13 pm
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Post Re: Bridge [r2]
Woose1 wrote:
uh.. ya, were should I place my brain?

I've found that putting it in the bottom of the left column seems to make it pretty hard for the AI to get to. (the left one because more AI seem to spawn on the right side of the map)

Plus, you don't have to spend money on a bunker.


Sun Nov 23, 2008 8:16 pm
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Post Re: Bridge [r2]
cambiogris wrote:
Woose1 wrote:
uh.. ya, were should I place my brain?

I've found that putting it in the bottom of the left column seems to make it pretty hard for the AI to get to. (the left one because more AI seem to spawn on the right side of the map)

Plus, you don't have to spend money on a bunker.

I don't have to spend money on bunkers anyway :V


Sun Nov 23, 2008 9:55 pm
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Post Re: Bridge [r2]
THANK....YOU


I have wanted an artificial-looking map for a while


Sun Nov 23, 2008 11:00 pm
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Post Re: Bridge [r2]
NickFury666 wrote:
I don't have to spend money on bunkers anyway :V

yeah that's true :P

Another thing you can do is place it on the left exit to the tunnel and barricade it up. Then place Darklone ceiling turrets all throughout the tunnel. Works really well.


Sun Nov 23, 2008 11:16 pm
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Post Re: Bridge [r2]
It would be pretty easy to make a LUA zone that would make enemies only on the right side of the map, right? I'd really like to have some THIS IS SPARTA!!!!!!!!!!!!!!! type battles.


Mon Nov 24, 2008 12:31 am
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Post Re: Bridge [r2]
Lets just say, no one found me...

Image


Okay, they found my brain, but not my collector, heh, debris is you friend, just not gibs.

Image


Mon Nov 24, 2008 12:45 am
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Post Re: Bridge [r2]
Your brain cage is cool


Mon Nov 24, 2008 3:32 am
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Post Re: Bridge [r2]
Aspect wrote:
Your brain cage is cool

Some parts have 'IsScrap = 1', so it doesn't cut the custard.
It's like around 1.5₧ or up... ( Alt 158 = ₧ )


Mon Nov 24, 2008 5:26 am
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Post Re: Bridge [r2]
with that many turrets, im assuming found != got to shoot.
also lua would make this way better, just for spawn zones.


Mon Nov 24, 2008 5:45 am
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Post Re: Bridge [r2]
Geti wrote:
with that many turrets, im assuming found != got to shoot.
also lua would make this way better, just for spawn zones.

The railgun got the drop on all the targets.

The spawn points would make things harder, because the easiest way to get to them is by their transports ( rain of gibs are the win ) .
If you want spawnpoints, ask Lord Tim and Numgun if you can use their spawnpoint code.


Mon Nov 24, 2008 6:19 am
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