PL_RedShip by MoonQuake - Updated to beta 18!

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PL_RedShip by MoonQuake - Updated to beta 18!

Postby MoonQuake on Thu Nov 26, 2009 4:38 am

*** NEW - RedShip b18 now available! ***

New screenshots:
ImageImageImage
ImageImageImage


I'm looking for a 32 men server with good players that are willing to spend a few hours playing the map and record the match.
I will be creating the next RedShip video and it'll be nice action sequences featuring your server's elite in their most glorious moments.

Email me if you're interested.

MQ

****

Here's a video walkthrough of the map (includes info about a 20/7 server running RedShip very often):
http://www.youtube.com/watch?v=iuCsD-yU0ds

RedShip
by MoonQuake


Current version: Beta 18 (August 19th 2010)

Exclusive to RedShip:

3 types of Payload:
- Normal bomb (blows up when you reach the core of the ship)
- Remote detonated radioactive emissions cart (must be activated from the pda found in the BLU ship) Burns some RED skin for a short period of time.
- Super Sentry (lvl 1) (invulnerable but can be disabled using sappers)

3 Types of weather:
- Sunny day up in the sky
- Low-gravity space
- Beautiful sunset

Destructible objectives rewarding you with extra points and time!

Special events occurring when you destroy objectives...

Easter Eggs to be found all over the map: one for each class in the game. Can you find all 9?


====== MISSION BRIEFING ======

REDSHIP is under attack!

RED: Save your crew and your ship
by defending the objectives.
Get outside and prevent the
BLU from invading the ship!
BLU: Take control of REDSHIP by
destroying key objectives
located on the ship. Make
your way inside RedShip and
get to the ship's core.
Destroy it to take commands.

BLU has prepared an assault on
RED's main sky base, "REDSHIP 450".
Their objective is to neutralize it
and all of its crew and seize it.
BLU plan on getting inside the ship
by neutralizing the cargo bay shield,
then to progress inside towards the
engine room, section by section.
Key objectives are located in each
section and destroying them will
grant access to the next section
until the engine room is reached.
If BLU succeed in destroying the Core,
they will take command of RedShip.
Will RED let them do this?

Good luck!

=========================


MORE INFORMATION:


General:

RedShip is different from a regular payload map from its objectives that must be destroyed/defended.
You have to push a cart like in any other payload map, but RedShip randomly choses 1 from 3 different types of payload. (see below)
There's also 3 different possible atmospheres for the map: a sunny day up above the clouds, a cloudy day or sunset time above the lake. They can play to your advantage depending on the class you play.
Sometimes you'll also have environmental objects to destroy that block your way or to unlock a path to help your team.

Easter eggs can also be found on the map: one for each of the 9 classes in the game. Can you find all of them?


For the BLU team:

- Objectives are marked by yellow exclamation marks in a triangle as seen on some of the screenshots. You must destroy these objectives.

- Each objective destroyed gives you 2 points and adds extra time for your team.

- The core gives you 3 points once destroyed.

- BLU cannot open locked vents to get inside RedShip unless the consoles in the CIC room (objectives) are destroyed which will permanently open them.

- Like usually, pushing the cart gives you points, and reaching a capture point will reward you with points but NOT extra time. Only objectives that have been destroyed add extra time on top of the extra points mentionned above.


Payloads:

- If the playload you must push is the RE cart (radioactive emission cart), you can activate it every 2 minutes. Once activated, the RE cart will start releasing radioactive emissions for a short period of time. During this time, only the RED team can get hurt by it. When the RE cart is ready and can be activated again, its antenna will start blinking and a message will show on-screen. This payload will not self-destruct when arriving at the final destination, the BLU team must use it strategically to get to the Core of RedShip, then destroy the Core manually using standard firepower.

- The "assault cart" (super sentry) has a level 1 super sentry mounted on it. The super sentry cannot be upgraded, although invulnerable, can still be disabled with the use of sappers (spy). This payload will not self-destruct when arriving at the final destination, the BLU team must use it strategically to get to the Core of RedShip, then destroy the Core manually using standard firepower.

- If the payload is a normal bomb (standard self-destructive bomb), the BLU team won't get any advantage during the battle. This payload will self-destruct when arriving at the final destination. The explosion will cause a localized but very powerful detonation that will destroy the Core and any players nearby.

- Each payload type include a super dispenser. These special dispensers act as portable medical cabinet: they heal and resupply almost instantaneously. They are invulnerable.


For the RED team:

- Protect the objectives to prevent the BLU team from advancing and getting extra time.

- RedShip is in lockdown when you start a match, so you can't use the vents to get outside. Only RedShip's teleporters can get you outside unless their powerboxes are destroyed (objectives outside) which will leave your team confined but protected inside the ship. BLU will then make its way inside by destroying the shield. As the game progresses and the BLU team destroys objectives, vents will get unlocked and free to be used by both teams to get in and out of RedShip more easily.

- During stage 2, if the BLU team succeeded in capturing RedShip, the payload for the RED team will be the assault cart with a super sentry just like the one the BLU team can have.

- During stage 2, level 3 Super Sentries outside are guarding the RED spawn area. They can be sapped. If you do not have an engineer keeping an eye out for spies, your spawn area might get compromised and you could suffer a great deal of casualties and waste a lot of time.


Note:

The flamethrower does NOT damage objectives. Neither do the baseball (the bat itself does damage) and the jarate. Melee weapons, on the other hand, are very effective.


-----


DOWNLOAD LINKS:
http://www.fpsbanana.com/maps/103929
http://forums.tf2maps.net/showthread.php?t=8349

Feel free to contact me with comments or bugs you found while playing the map with your buddies:


MoonQuake
Level Designer
hl2_moonquake(at)hotmail.com

-
Last edited by MoonQuake on Wed Aug 11, 2010 6:52 pm, edited 7 times in total.
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Re: PL_RedShip by MoonQuake - Something different

Postby Kine Morto on Thu Nov 26, 2009 12:17 pm

Looks very interesting. I can tell you have put a lot of thought, time, and effort into the map. I will definitely be playing around with this when I get home.

Do you think maybe the objectives have a bit to little health? Looks like you were mowing them down with just a few seconds of mini-gun fire. I suppose with more play-throughs you will be able to get a better idea of how to balance all that though.

Good job :smt023
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Re: PL_RedShip by MoonQuake - Something different

Postby Phott on Thu Nov 26, 2009 12:28 pm

That is really awesome, good job!
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Re: PL_RedShip by MoonQuake - Something different

Postby Psy on Thu Nov 26, 2009 12:52 pm

I really hope you fixed the gameplay issues from when I last played it in August.
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Re: PL_RedShip by MoonQuake - Something different

Postby TheMiede on Thu Nov 26, 2009 3:11 pm

please direct link your images. i loath imageshack since as soon as you go to the page you get hit with pop ups for party poker.
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Re: PL_RedShip by MoonQuake - Something different

Postby MoonQuake on Sun Nov 29, 2009 7:16 am

PSY: so much has changed since you played it. Beta 14 is going to be a very solid version. Keep an eye out for it.

TheMiede: I use firefox and don't get popups at all at imageshack. Sorry for the trouble. follow the download links and you'll get direct links.

MQ
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Re: PL_RedShip by MoonQuake - Something different

Postby Woe Kitten on Sun Nov 29, 2009 10:21 am

This is a really interesting and imaginative map that ticks all the boxes in my book. Good job!

Your art could do with a few more passes to bring it up to or beyond Valve standard but I can understand wanting to get it out now.

I agree that the objectives look like they need more health also I can't help feeling like the sentry is significantly overpowered compared to the other two payloads. When I get home I'll give it a proper play and see if it's true. Also I think maybe the red attempt to regain control might be a step too far.
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Re: PL_RedShip by MoonQuake - Something different

Postby MoonQuake on Wed Dec 02, 2009 5:56 am

Updated to beta 14!

Includes:
Bunch of changes and bug fixes.
Navigation inside RedShip improved.
Objectives slightly harder to destroy.
Longer spawn times for RED at stage 2.
More indication about where to go and what to do.
Many other tweaks and fixes.

Enjoy!

MQ
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Re: PL_RedShip by MoonQuake - Something different

Postby MoonQuake on Sat Dec 05, 2009 1:31 am

RedShip beta 15 just got released:

- Bug fixes with collision and cart.
- BLU ship launch vents wider and launches players a bit further.
- Better looking RE bomb pda screen
- Added a few health packs and ammo
- Made front vents hints appear more often to indicate availability to players.

Enjoy!

See you in-game!

MQ
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Re: PL_RedShip by MoonQuake - Updated!

Postby MoonQuake on Tue Aug 10, 2010 12:55 am

Beta 17 is now available!

- HDR
- Much better performance, especially for low-end users
- Clearer objectives printed on-screen
- Clearer and faster path to the action
- New environment: low-gravity space combat
- Visual updates and changes to the layout of some rooms
- Many bugs fixed...

Check the OP for all the details and screenshots!

See you in-game!

MQ
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Re: PL_RedShip by MoonQuake - Updated to beta 18!

Postby MoonQuake on Wed Aug 11, 2010 6:53 pm

Beta 18 out!

A major bug was found, and many other little things tweaked.
Made some sniper and engy friendly changes.
The map won't end by itself anymore. Your server's timelimit will determine the playtime of the map.

MQ
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