OK, I'll tell you how to break in. Lob some grenades through the windows on the first floor, which will breach the containment field on the elerium generators, which will detonate. The fuel barrels on the ground floor should also detonate, creating a massive breach in the right hand side of the corridor. They can then pour in.

Group Bunkers Maps
Started by
Blehm 98
, Jun 14 2005 11:54 PM
58 replies to this topic
#51
Posted 11 August 2005 - 12:37 PM
#52
Posted 11 August 2005 - 01:04 PM
While tileset order are you using, then?
Unless we have agreed on one, every bit of mapping you do is at risk of having to be re-done.
Unless we have agreed on one, every bit of mapping you do is at risk of having to be re-done.
#53
Posted 11 August 2005 - 01:14 PM
Your given order, base, wall, road, urban.
#54
Posted 11 August 2005 - 05:16 PM
What he said
so UFO doors don't open, that sucks
I have a few more, and i edited some of teh other maps to look like someone has already done a failed assault on them(parts of certain walls are missing and instead have the broken wall thing)
I also changed a different map to look like a destroyed bunker, with a few heavily damaged walls here and there, but mostly open and such
yes, i know about a few maps being messed up, i'm going through them all, just make sure to have the order i put, although it seems it would have been smarter to go ROADS, U_BASE, U_WALL02, URBAN
so UFO doors don't open, that sucks
I have a few more, and i edited some of teh other maps to look like someone has already done a failed assault on them(parts of certain walls are missing and instead have the broken wall thing)
I also changed a different map to look like a destroyed bunker, with a few heavily damaged walls here and there, but mostly open and such
yes, i know about a few maps being messed up, i'm going through them all, just make sure to have the order i put, although it seems it would have been smarter to go ROADS, U_BASE, U_WALL02, URBAN
Top Secret Xenocide Status report
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#55
Posted 12 August 2005 - 03:34 PM
OK, here's my contribution 
Bunker 13 - Maximum Security Vault
The ground level contains the vault room, surrounded by thick walls and several layers of Diasteel ® alloy armor. One can try to "dig in" with the heaviest of weapons, but it won't be easy.
Some stairs, guarded by firing holes, lead up to the main entrance.
The first floor consists of the main defensive facilities, meant to fight the enemy team while it approaches. The thick build of the windows prevents intrusion, but limits firing ability close to the walls.
The room anear the main lift guards it on this level and gives access to another guard post below.
On the second floor are the main lift access, surveillance camera terminals and some control and life support facilities. Attackers enering through the main entrance can be fired upon from all directions. Those coming from the roof will also be rather exposed.
Last but not least, the roof does no only keep out the rain, but also shots from most weapons. Cover around the lifts will aid the defenders in case of a roof attack.
Problems
- The doors, open or closed, appear open in the game and won't move.
- The stairs are too weak and can be destroyed, blocking the main entrance.

Bunker 13 - Maximum Security Vault
The ground level contains the vault room, surrounded by thick walls and several layers of Diasteel ® alloy armor. One can try to "dig in" with the heaviest of weapons, but it won't be easy.
Some stairs, guarded by firing holes, lead up to the main entrance.
The first floor consists of the main defensive facilities, meant to fight the enemy team while it approaches. The thick build of the windows prevents intrusion, but limits firing ability close to the walls.
The room anear the main lift guards it on this level and gives access to another guard post below.
On the second floor are the main lift access, surveillance camera terminals and some control and life support facilities. Attackers enering through the main entrance can be fired upon from all directions. Those coming from the roof will also be rather exposed.
Last but not least, the roof does no only keep out the rain, but also shots from most weapons. Cover around the lifts will aid the defenders in case of a roof attack.
Problems

- The doors, open or closed, appear open in the game and won't move.
- The stairs are too weak and can be destroyed, blocking the main entrance.
#56
Posted 12 August 2005 - 03:42 PM
If the stairs is easy to be destroyed then maybe alien elevators maybe the solution.

~Plasma
#57
Posted 12 August 2005 - 05:42 PM
Oh, elevators? Didn't think of that!
No really, the stairs look cooler. And most of all, people have to face a certain direction when walking the stairs - so they get shot in the back on lvl 2. *g*
But if you like elevators, have a look at this map I just quickly put together.
It's pretty hard to take without flying suits.
And I don't know what it is or does, but I like it.
Bunker 14 - Disc Thing
Lift
Main
Roof
No really, the stairs look cooler. And most of all, people have to face a certain direction when walking the stairs - so they get shot in the back on lvl 2. *g*
But if you like elevators, have a look at this map I just quickly put together.
It's pretty hard to take without flying suits.
And I don't know what it is or does, but I like it.

Bunker 14 - Disc Thing
Lift
Main
Roof
Edited by Violazr, 12 August 2005 - 05:44 PM.
#58
Posted 12 August 2005 - 05:43 PM
make sure you all have the same Area51 versions 
yes, the stairs will do that, try and make stairs in places where destroying them won't be a severe problem or damage the defenders ability to defend
I use mostly elevators mostly because i only recently installed Area51(for some reason remeniscent fort maps are still hanging around the terror site and for some strange reason FARM maps) and because you can't just destroy elevators

yes, the stairs will do that, try and make stairs in places where destroying them won't be a severe problem or damage the defenders ability to defend
I use mostly elevators mostly because i only recently installed Area51(for some reason remeniscent fort maps are still hanging around the terror site and for some strange reason FARM maps) and because you can't just destroy elevators
Top Secret Xenocide Status report
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#59
Posted 12 August 2005 - 05:48 PM
WOHOOO!
At last, after 111 posts, I'm a forum member!
Now I can ATTACH the maps test terrain! (see below)
Now, about this project...
1) What is the terrain going to look like?
One 4-level bunker takes rather long to conquer. Even in a 6x6 map, two bunkers would be the most.
Picking up the initial idea of a city surounding the bunkers, I thought it would be good to always have a "last stronghold in a war" theme - one random 20x20 bunker in the middle, surrounded by rather open maps with only the remains of destroyed buildings.
Those would be center-focussed maps for hold/control/assassination.
2) We have a standard for tilesets now, but we need some more.
- All bunker maps should be the same size. Most are 20x20, so let's make that a standard form now on.
- We need to agree on a standard ground tile for map borders. I used sidewalk (#114), but road or large tiles (#177) would also be an option.
3) Custom Tilesets.
I could edit the tileset files to adjust some properties like we need them, e.g. making those stairs stronger, or correcting an error in the U_Base tiles (the back quarter part of the green container has 200 health).
But those changes would apply to all maps of that terrain.
Please tell me if you agree with this. I don't mean to tell anyone what to do - just trying to get things sorted.
At last, after 111 posts, I'm a forum member!

Now I can ATTACH the maps test terrain! (see below)
Now, about this project...
1) What is the terrain going to look like?
One 4-level bunker takes rather long to conquer. Even in a 6x6 map, two bunkers would be the most.
Picking up the initial idea of a city surounding the bunkers, I thought it would be good to always have a "last stronghold in a war" theme - one random 20x20 bunker in the middle, surrounded by rather open maps with only the remains of destroyed buildings.
Those would be center-focussed maps for hold/control/assassination.
2) We have a standard for tilesets now, but we need some more.
- All bunker maps should be the same size. Most are 20x20, so let's make that a standard form now on.
- We need to agree on a standard ground tile for map borders. I used sidewalk (#114), but road or large tiles (#177) would also be an option.
3) Custom Tilesets.
I could edit the tileset files to adjust some properties like we need them, e.g. making those stairs stronger, or correcting an error in the U_Base tiles (the back quarter part of the green container has 200 health).
But those changes would apply to all maps of that terrain.
Please tell me if you agree with this. I don't mean to tell anyone what to do - just trying to get things sorted.
Attached Files
Edited by Violazr, 12 August 2005 - 07:00 PM.