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Operation killbox
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Your heli is shot down during the mission.The enemy placed their units under high alert and is aproaching. The forest in front of you is a killbox, with 2 snipers on the flanks and artillery based rocketsystems in the middle of the forest.The weather conditions are misty.
Part of the gate will self destruct on approach.
MISSION
-Destroy all weaponcrates in the Russian embassy.
-Destroy Radio equipment and laptop in the Russian embassy.
-Destroy 2 nuclear warheads hidden in the cellar of the embassy (lol)
-Extract to exfill
Don't play this one alone
Operation killbox
Part of the gate will self destruct on approach.
MISSION
-Destroy all weaponcrates in the Russian embassy.
-Destroy Radio equipment and laptop in the Russian embassy.
-Destroy 2 nuclear warheads hidden in the cellar of the embassy (lol)
-Extract to exfill
Don't play this one alone
Operation killbox
LoneWolf and Baldo_the_Don like this post
First part you have to flank out the forest in a great circle stay at least 100 meters from the edge of the forest and snipe al targets out. Keep a distance of 400 meters of the target.LoneWolf wrote:Well I tried playing it solo and man I lost count on how many times I died lol. Very good map,best 1 I've played in awhile. Keep up the good work. 10/10
ther are no deadzones at the flanks of the forestSilent wrote:First part you have to flank out the forest in a great circle stay at least 100 meters from the edge of the forest and snipe al targets out. Keep a distance of 400 meters of the target.LoneWolf wrote:Well I tried playing it solo and man I lost count on how many times I died lol. Very good map,best 1 I've played in awhile. Keep up the good work. 10/10
"Don't play this one alone" — Silent
"Unless you know a trick or two." — Baldo
There are some suboptimal construction nits I could pick, but no dealbreakers. I can't really comment on the difficulty all too much 'cause this is a co-op map, and I am playing a version of the TioCoop mod that I edited for a less impossible single-player/serve-and-play experience, but there was a lot of dying, respawning, and reapproaching going on. A few nasty surprises, but nothing unavoidable if you're paying attention.
The wintery aesthetic is nice, and the sound work is pretty good. I had some good fun on this map.
A facet I like to measure a map by is, when I'm done playing it, how much do I want to BMS2MIS it and fix it? Well, I have three little things on this one.
I would (1) align the minor gaps in the embassy building parts and (2) add the skylight items. Reduce the grid to 1m squares and activate the "Snap" checkbox. Or select the items, right-click them, and choose "Snap to Grid" in the context menu (works best on a 1m grid). And under dire circumstances, you can manually enter X,Y,Z values.
Then I would (3) be more careful with walls that converge at too acute of an angle. A player can glitch through walls like that and have interesting times, if not flat-out bad ones.
There might be an argument to make that the negative health areas need not be instant kills, just reduce health fast enough to make the area intraversable, but slow enough for a player to realize they're dying and to back out. Might be more work than strictly necessary, might be a rewarding trap for a player to survive, you know?
But as I opened with, no dealbreakers in this map. I liked it.
"Unless you know a trick or two." — Baldo
There are some suboptimal construction nits I could pick, but no dealbreakers. I can't really comment on the difficulty all too much 'cause this is a co-op map, and I am playing a version of the TioCoop mod that I edited for a less impossible single-player/serve-and-play experience, but there was a lot of dying, respawning, and reapproaching going on. A few nasty surprises, but nothing unavoidable if you're paying attention.
The wintery aesthetic is nice, and the sound work is pretty good. I had some good fun on this map.
A facet I like to measure a map by is, when I'm done playing it, how much do I want to BMS2MIS it and fix it? Well, I have three little things on this one.
I would (1) align the minor gaps in the embassy building parts and (2) add the skylight items. Reduce the grid to 1m squares and activate the "Snap" checkbox. Or select the items, right-click them, and choose "Snap to Grid" in the context menu (works best on a 1m grid). And under dire circumstances, you can manually enter X,Y,Z values.
Then I would (3) be more careful with walls that converge at too acute of an angle. A player can glitch through walls like that and have interesting times, if not flat-out bad ones.
There might be an argument to make that the negative health areas need not be instant kills, just reduce health fast enough to make the area intraversable, but slow enough for a player to realize they're dying and to back out. Might be more work than strictly necessary, might be a rewarding trap for a player to survive, you know?
But as I opened with, no dealbreakers in this map. I liked it.
Silent likes this post
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