Board Thread:Fun and Games/@comment-29646689-20180412203442/@comment-29646689-20180424003606

The problem is, I need to think a bit about this one.

And I don't have to think at all for my next game mode.

Sorry BoP, I got lazy today. However I can confirm your suggested mode comes after the next round.

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NEW MAP AHOY

NEW ROUND AHOY

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Bridge
MODE: Co-op / Last Stand

Description
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 * The map takes place in a forested valley with a river through it.
 * On each side of the valley is a man-made flat area capable of fielding quite a few static defenses. Unfortunately, I don't have screenshots of the map. think of it as a flat area with a layer of rough pebbles, with a road through the center.
 * The low slope of the valley under the bridge allows for troops to get to the water, and the river moves moderately fast so it is possible to cross. But it's really deep, so if you fall over you might not come back up. There are also quite a few flat areas at the slope leading down, which itself is devoid of any trees.
 * Connecting the 2 flat areas (designated "Base Zones") is a massive 16-lane suspension bridge. The bridge cannot be destroyed, except at the end cut-scene. Destroyed vehicles and damaged defenses litter the bridge. At the very center of the bridge, there is a massive hole taking up half the bridge forming a choke point. It is possible to put troops on top of the towers of the suspension bridge and give them massive range and cover, but that takes a very long time.
 * Built into the mountains on each side is a tunnel that follows the path of the bridge and road. On the Red/Blue side, it extends into a bunker that serves as Red and Blue base, and comes with preset defenses. On the NPC Faction side, it leads to their deployment area which is outside the map and cannot be accessed by the players.
 * Oh and one more thing: this map is currently in the middle of summer and it can get >100 degrees Fahrenheit (or >35 Celsius for every1 not in the US). Armor can defend you, but might cause a heat stroke. Consider carefully.

This is the map as of now.

I will be including ideas from BoP into this map. You can recon the bridge and other stuff left behind and salvage things. This may give boosts, e.g. build points, one time use support, quick deployment, etc. There are also pre-placed defenses: several flak cannons built into the steep valley the RED/BLU bases are built into, a small antiair rocket launcher on each side of the road, and 4 20mm autocannons in a row at the center of the road just before the bridge.

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There will be 4 levels of defenses.

Water: This describes the level right on the edge of the river. Can hold 4 total defenses. Hard for enemies to hit, but hard to hit enemies as well. Can deploy water based defense troops and/or dropships to land troops on the other side to pester enemies or strike from behind. There are also water based enemies, so take care.

Slope: between Water and next level. Total 6 defenses. Some cover from bridge, but slightly impaired fire lines.

Bridge: aka. the Base Zones. can hold 10 defenses total (not including preplaced ones). These are for the main waves of ground enemies.

Bunker/Mountain: the steep slopes of higher elevation than the bridge, can hold 2 air unit deployment ramps. Think of them as a tunnel through which air units can enter and exit. Good against enemy air units.

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Game Masters (defined as any Rollbacks and me) can summon enemies to attack Red/Blue base. Defeat happens if Red/Blue gets overrun by enemies. All members (regardless of Neutral, Red or Blue) can contribute to defense. If a defeat happens, nobody gets any points. a Victory is required for one of the sides to get points.

Victory conditions:

1. Hold back every wave of enemies (between 10 and 20, will be decided soon) until reinforcements come to save the day.

2. Protect the demolition teams for long enough to sabotage the bridge (by laying a lot of C4s on different areas and collapsing the bridge). If demo teams die, then switch to another Victory counter.

3. Escort a nuke cart until it passes the Bridge, enemy area, and into the enemy deployment zone so it can blast itself. If nuke cart gets destroyed (in which case it explodes and wipes the nearby area of troops), switch to another Victory counter.

Multiple counters can happen at once. Counters 2 and 3 will be explained in a later post.

I think this is the biggest post I made since the opening post for Lighthouse map.