Home » Renegade Discussions » Mod Forum » Haunted House 2 - RELEASED (check page 6)
Haunted House 2 - RELEASED (check page 6) [message #24386] |
Tue, 10 June 2003 18:55 |
JRPereira
Messages: 233 Registered: April 2003 Location: Earth
Karma:
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READ THIS TOP STUFF, DOWNLOAD LINK INCLUDED
I've released the map! You can find it at
http://cnc.unleashed.ws
I'll be submitting it to other sites tomorrow. Below I've included a chunk of the readme, for those who want to read a little about the map.
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About this map
This is the sequel to the higly acclaimed Haunted House map - one of the highest rated Renegade maps available today. After I had created the map, I had become dissatisfied (as I am with most of my creations after finding out I'm capable of much more). I decided I was going to put the month or so of time and effort into making the map into the work of art that I had originally intended it to be.
The story
The second team's entry into the facility was met with a large firefight and heavily losses. Fortunately though, Nod forces had taken most of the casualties and retreated before they could be accounted for. The whereabouts of the survivors were unknown until one of the surveyors of the site happened upon a secret entrance into what turned out to be the real research facility - of which the mansion was not and masked to hide, but instead of which the mansion was a shell for. More weapons were shipped in as well as more experienced soldiers, and with a sense of urgency they prepared for what would be one final entrance.
The combination of the survivors and rigorously trained additions, were to make one last assault into the facility and shut it down once and for all – to end Nod’s horrendous tiberium experiments in this area. What spectacles would they find inside?
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Special features:
There are a few special features on the map that are particularly noteworthy.
First, is that there are objects representing 3 of the structures for each side – the power plant, refinery, and barracks – scattered around the map. These must be protected, as their loss will provide a detriment equivalent to losing the full-sized structure in a C&C-Mode map. The loss of your power plant will double the price of the characters. If you lose your refinery, the trickle of credits to all players on your team will cease. If you lose your barracks, you will no longer be able to purchase any of the character classes that they provide.
Second, is that this map includes provisions for cops and robbers games. Cops and robbers games are a variant of the standard deathmatch game type where in addition to killing everyone on the opposing team, you may find yourself rescuing a teammate who has surrendered rather than allow himself to die (and has been taken to the opposing team’s jail area), leading a prisoner to your team’s jail area, stopping a prison break, or even finding yourself surrendering when the odds are against you. To surrender, you’re required to crouch and toss your timed c4 (so you appear unarmed and therefore are much less likely to be shot on your way to jail). Then you’re to follow your captor to jail – where you’re not allowed to fire until you’re rescued or until you’re making a run for it (in either case, you once more become fair game and may become the target of whatever jail guards are in the area).
The jail areas in Haunted House 2 come in the form of 2 locked rooms for either side (GDI uses the upstairs bathroom and laundry room, and Nod uses the 2 locked cells in their prison/containment area). The keys for your team’s jail are 1 room away from your barracks, and both keys appear as white/silver stars on your radar. All 4 locked rooms have a single 25% health spawner, so prisoners can’t be kept below half-health without constant maintenance – increasing the chance that they can make their escape.
Along with the keys being of use for cops and robbers games, there are two weapons caches available on the map (each containing 4 weapon spawns and a 100% health and armor spawn – not an upgrade mind you). They can serve as pit stops as well as quick supply areas. Both of these keys are locked, and the key requirements have been set in such a way as to require you to risk getting killed in order to reap the rewards. Basically, the key in friendly territory opens the weapons cache in enemy territory, and vice versa (the Nod side key opens the GDI side weapons cache, and the GDI side key opens the Nod side weapons cache).
Tiberios make yet another appearance in this map, with a box in the Kitchen and a box in the Cafeteria (one in GDI territory and one in Nod territory).
Hidden tunnels allow players to quickly access nearly every point of the map – from every point of the map, and there are many paths between GDI and Nod territory.
This map also builds upon the balance adjustments in Haunted House 1 in more than one way. First off, camping is much less of a problem as to win each round, players will need to damage and destroy the structure objects on the map if they wish to gain an advantage of their adversaries. Secondly, because of the many MANY paths around the map, players will no longer be able to easily restrict movement around the map – and are more likely to get them killed when an enemy sneaks up behind them. Mines have been further improved – costing 600 credits for every pack of 3 (no free reloads). With the addition of the structure objects, stealth soldiers are no longer the quintessential class for quickly crippling an enemy – especially as it often takes a bit of time to collect the proper equipment to properly assault the structure objects. Technicians and Hotwires have been given back their mines, but every new pack of 3 still costs 600 credits. Resource acquisition has been slightly more balanced. There are fewer weapons per volume but more total on the map. More health and armor powerups have been scattered around the map but balanced so as not to allow a player to survive off of them. Money crates (100 credits each) as also more prominent on the map, allowing mobile players to purchase the more expensive character classes as well as mines, more quickly. One must note however, that Haunted House as well as most C&C-Mode maps has been balanced around the acquisition of credits – and therefore it’s not advisable to set the starting credits for the server above 500-1500 (this is a very common problem).
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Haunted House 2 - RELEASED (check page 6)
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Haunted House 2 - RELEASED (check page 6)
By: Ferhago on Tue, 06 May 2003 01:53
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Haunted House 2 - RELEASED (check page 6)
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By: England on Tue, 06 May 2003 04:16
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Haunted House 2 - RELEASED (check page 6)
By: Halo38 on Tue, 06 May 2003 09:36
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By: Hunter on Tue, 06 May 2003 23:39
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Haunted House 2 - RELEASED (check page 6)
By: Ferhago on Wed, 07 May 2003 01:20
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Haunted House 2 - RELEASED (check page 6)
By: Kenny on Mon, 12 May 2003 18:08
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Haunted House 2 - RELEASED (check page 6)
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By: Ferhago on Wed, 14 May 2003 10:56
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By: NeoX on Wed, 14 May 2003 16:28
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By: Ferhago on Thu, 15 May 2003 05:56
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By: Halo38 on Thu, 15 May 2003 13:47
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By: Ferhago on Thu, 15 May 2003 15:18
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Haunted House 2 - RELEASED (check page 6)
By: gendres on Fri, 06 June 2003 16:12
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By: ohmybad on Fri, 06 June 2003 16:20
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By: gendres on Sun, 08 June 2003 21:28
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