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Posted

Two teams battle to control the two bases.

 

Control your territory while attempting to take over your adversary's

 

Objective

 

The objective is to control your base by claiming the flags that are placed in the different flag rooms.

There are two bases, one in the North and one in the South. The bases have 10 flags each, from which your team will receive 1 possession point per second for every flag that you hold.

The team with most points when the time is up wins.

Ships

 

Warbird - Fighter / Close range bomber

 

The all-round ship, suitable for most types of battles.

 

Javelin - Fighter

 

The ultimate fighter, specialized in close combat.

 

Spider - Ambush craft

 

The cloak / stealth ambush ship with the unique ability to port and release burst. Specialized in narrow areas where the burst are most efficient.

 

Leviathan - Long range bomber

 

The heavy artillery unit. Its rapid L3 bombs makes this the best ship for distant targets.

 

Terrier - Miner / Close range bomber

 

The three repellers and unique ability to lay mines makes this a very effective defense unit.

 

Weasel - Fighter

 

The alternative close combat fighter.

 

Lancaster - Medium range bomber

 

With its bombs that can bounce up to 4 times, this ship has a wide bomb range in the bases.

 

Shark - Fighter / Close range bomber

 

The furtive fighter with a wide multifire spread, making it powerful from a certain distance in open areas.

Posted

Edit: I've tried to get ahold of the bot host in vain..

 

I'll upload Control in pub tomorrow and host the bot as long as I can, hopefully the host will have received the bot and loaded it..

Posted

first i want to say the map needs some work. At a first glance the map looks to big The center could be reduced some. The entrance and its side corridors are way too tight. It is extremely easily to defend the bases with the current sets. No one would want to attack, it is suicide. Map seems to take influence from both DSB and some of TW. That kind of structure doesn't work well in a two base setup. This has 2 points for attack/defend. Tight corridor flagging really only succeeds in a 1 base/point of attack environment. IE: DSB/TW or a traditional carry-flag enviroment with individual bases.

 

i would suggest more, but a population is needed to really test the map out.

 

props on the weasel tho, seems to balance the sets out well. something that was hard to achieve in past sets.

Posted
Yeah I was thinking the same about the center... reduce it a bit to bring bases a bit closer (unless you manage to get 30-40 people in there blum.gif )
Posted

Well I delibirately made the bases far from eachother (far from the safeties rather) so that when a team kills everyone in the base, they would have time to fly back to the entrance to stop the opposite team from getting back in.

I know it would seem impossible to get in just from looking at the entrances, I remember Manus thought the same before he realized the use of specials in this situation. They play a big part in getting back in and makes it a lot easier, specially the reps obviously. Just the Lanc's bouncy bombs can be enough sometimes though. Nevertheless, it still calls for teamwork, which was also something I was trying to implement: a gameplay that requires teamwork, where the team with best combination of ships gets the best outcome.

If a team still can't get in from the main entrance, they can always use the side tunnels to fly around the base and get in that way.

It's not as hard as it seems really.

 

I don't know what you mean with "tight corridor flagging", the flags aren't in the corridors you silly ;D The corridors simply lead to the flag rooms, which have plenty of space, more than most past 17th Pub maps had (which is also why the map would appear so big).

The map has different type of areas where ships fight differently well (just like real units), this is one of the things that makes 17th settings so great in my opinion. The narrow passages are the Spider's domain $

 

As for your opinion that for some reason 2 bases doesn't work this way, I totally disagree. You use DSB as an example of a one-base map, but DSB is actually 4 different "bases" put together, two which have 3 entrances and one 2. In league games there you can see how it's basically 8 different teams fighting in those different areas, seperately. So I think your argument is flawed.

SWR and other zones also have gameplays where you fight in 2 different bases: attacking one and defending the other.

Some people look at this map and say it's too big, but I really think it's just 'cause they're not used to seeing this kind of map in 17th. The maps of the zones I mentioned (and others) don't even have any borders (you can fly anywhere in the maps), so I really think that the size of the map is irrelevant, because essentially, if you want to win you have to confront your opponents and at a certain place.

 

But the point with this was to take the traditional 17th flavour and use it in a "new" type of gameplay which would be based on the original 17th Parallel theme. I think it's very important that we stay true to the 17th theme because if we don't then the zone will lose its iden!@#$%^&*y, and one of the things I think reflects the theme the best is just that: the 2 bases, North vs. South, but most importantly: a map based on turf flagging, which I think obviously suits the theme better than any other type of game.

 

It's true that more players are needed to have a better test, but remember, I've been testing this since 2003 >=P

Posted
So.. now that this is up and your bot works, whats next for 17th? Advertising? Anything? Because even with this new public idea, the zone is often empty, so I assume you have more planned for the zone.
Posted

As I said before, there's a 2v2 League in the planning stages. I've been talking with some people about it and they seem interested.

The jav is still something people come back for, but I'd like to see a 2v2 League with other ships as well, but we'll see.

 

You assume right. There will always be something being planned.

I haven't been able to come online in my normal hours when I usually see a lot of 17th players in other zones, that's one of the reasons why pub hasn't been alive a lot lately, but we still get events going from time to time.

 

The advertising campaign idea I had is yet to come too, that should bring some more players in here as well.

 

17th is still in the process of revival as I see it, the first step was to just put this new pub up.

Posted
humm why do i keep getting warped out of the base/ or if its a base. top part of the the map

Are you in the same place when you get warped? Where are you just before you get warped?

Adam you wish you was me blum.gif

  • 2 weeks later...
Posted

Okay friends, I've listened to all the opinions and suggestions.

I've made some modifications according to some of them.

 

In the latest update you'll see that the map size has been reduced a lot.

Other than that I have removed rockets from weasels since they're not really needed in this map.

The tunnels around the map are gone, as is the circular flag room that used to be on top of the bases.

The bases are also a bit smaller now, and I had to change the flag rooms a bit because of that.

The bases now have 10 flags each.

I think it turned out pretty good, check it out.

 

Edit: Thanks to Exact for the first version of the edited map.

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