objective based tdm

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objective based tdm

Postby holy_cheese on Sun Mar 06, 2005 8:56 am

im in the planning stages of making an objective based tdm map for hl2dm, duh.
anyways, im seriously having trouble thinking of some balanced and original objectives, especially for the combine.
the first map of this type i aim to create will be located by the nova prospekt prison, the part where antlions come out of the ground and you get your bug bait. anyways, for the rebels i was thinking that they could have to shut down the power to some combine facility and then bring in reinforcements and/or blow something up, seeing as all rebels blow stuff up. but anyways i can't think of a decent reason for the comine to go on the offensive. the reason i pretty much need the combine to also go on the offensive it that i aim to include antlions as fightable npc's so if only the rebels have to pass the antlions, it will be hugely unbalanced.
any idea's would be greatly appreciated.
-teh shit
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Postby Cr4ig on Sun Mar 06, 2005 10:31 am

A good reason for the Combine to go on the offensive is because the Rebels are trying to shut down the power. Thought that was obvious lol.
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Postby Murkrow on Sun Mar 06, 2005 10:54 am

Im Teh Idea Reactor. add me on msn :)
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Postby holy_cheese on Mon Mar 07, 2005 3:32 am

why would the combine go on the offensive if the rebels are coming to them??
and going through a pit of antlions......
anyways, i had a brain blast just before i went to bed.
there is a downed combine dropship carrying some important generic payload.
both combine and rebels are trying to get to the dropship and stop the other team from getting it and bringing it back.
so thats the main objective. then each team has to bring it back to their respective bases once there, the rebels will have to call for reinforcement which takes x amount of time to arrive before the item can be shipped off. The combine will teleport the item out which takes x amount of time to warm up and prepare for teleportation.
The combine can stop the rebel reinforcements from arriving by either destroying the rebel communications station in which cause reinforcement will take a longer amount of time or they can destroy an extraction point once the rebels have secured the item.
The rebels can stop teleportation by short circuiting the combine power grid which will cause teleportation prep time to increase, they can olso destroy the combine power source once the combine have secured the item.
-teh shit
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Postby Jest@ on Mon Mar 07, 2005 4:02 am

hmm pretty cool idea, maybe a bit too complex? not complex, but requires too much explanation...


how about - rebels have already taken power down..

Rebels start at a substation which is deactivated - they need to get from there to the main base, without the power going back up.

Combine have to defend the base, but also try and get the power back online.

both sides have something to attack and defend, game ends when power goes back up, or rebels reach deep enough into main base/set a bomb off or something.
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