Frozen |
Played 1,656 times. |
Download link(s): Trackbase Filebase
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Levelshot:
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Command map:
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Rating | ENABLED for this map. |
Map Type: | OBJ |
Map Size: | Small |
Map Theme: | Not Set |
Description: (the readme file)
Gameplay overview.
First stage.
The allies must capture and hold both of the flags at the same time, which opens a door into an underground passage, where a forward command post lies. Constructing the command post disables the first Axis spawn, forcing them to spawn back.
The axis need to hold at least one flag and prevent allied engineers from entering the underground area.
Second stage. Or so.
The complex consisting of a tower, a bridge and a bigger house is the central part of the second and last stage. The allies must hold it to gain access to the objective, which is a dynamite, and to push the axis back to their spawn area. The axis need to hold the complex to control the map. Setting up a good crossfire is vital for both of the teams.
The allies need to dynamite the door of the main building of the complex. Doing so also unlocks the door to the tower-building, which formerly is only passable by the axis and disguised allied covert operatives. The allies also need to destroy a wooden fence, which blocks the path to the bridge. Everything explosive works, for example it can be destroyed by 3 grenades.
The axis must constantly keep an eye on the frozen river, which can be used by allies to travel across the map quickly.
Todo list:
landmineable snow
better my shoddy brushworking
fps optimization
more decals
more cover for the last stage for allies? perhaps
give the poor trucks some wheels and proper clip brushes
building the command post disables the axis first spawn, but doesnt remove the flag from commandmap, meh
Shoutouts:
Fronty
Avoc
Atari
Q bots everywhere
#ndnf, #collapsed.et, #mad.et
Contact: /q zeddd at quakenet
zeddie at crossfire
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