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Railroad Raid v0.7

Submitted by Ardnived
This bundle is marked as approved. It works and satisfies the submission rules.
I had a little speed mapping contest with a clanmate of mine, in which the theme was Guerilla Warfare, and after 6 hours I came out with what I think is quite a good map. I have since improved it, but I think it has a achieved a good sweet and simple element. :grin:

Defend or destroy a damaged Imperial Cargo Train as it carries it precious cargo west.

In this map there are two factions the Imperials and the Rebels.
While the rebels have the ability to replenish their troop supply they are heavily outgunned and out numbered, forcing them to use teamwork and strategy in order to have any hope of winning.
However if the Rebels play well the same is true of the Imperials, creating a need, largely for in combat tactics, rather than over all strategy.

Tips for playing Imperials
- Don't spread out too much or a good Rebel team will rip you a part.
- If you can get close use melee combat, your units deal high amounts of damage, but in melee they attack at the same speed as the rebels.
- Be careful about pursuing the rebels, they can easily out distance you and return to harass you.
- You will receive reinforcements every time you reach a town (except the last)


Tips for playing Rebels
- Do not engage in melee combat unless they do first, although their melee is superior to yours, your melee is still much faster than ranged.
- Remember to strike and then run, your units can attack much faster so try getting off a couple shots before they can reload too many times, and you can deal some serious damage.
- Field Cannons are devastating weapons but they have a massive 15 second cooldown, fire and then retreat your cannons to reload.
- Remember to make joint attacks with your allies, prong attacks can be good to draw the enemy off and then strike and a different location, or you could also strike at one location and then retreat when reinforcements come.
- Imperial players will often heavily defend the front of the train, expecting and ambush or the like, try attacking from the rear.
- If the Imperials lose if one train wagon they will lose, try to focus your fire on one wagon.


Screenshots
[​IMG][​IMG][​IMG][​IMG]


Change Log
v0.7
- Fixed Loading Screen Name
- Rebel Skirmisher "Gold Cost" increased from 20 to 25
- Imperial Guard "Base Bounty" increased from 4 to 10
- Rebel Income changed from 1 per 5s to 2 per 7s
- Added instructions relating to Rebel Recruitment and Imperial Reinforcements.
- Rebel Recruitment buildings now have special minimap icons.

v0.6.1
- Captains implemented
- Fingolfin's Captain Model Added

v0.6
- Name changed from Train Defense to Railroad Raid
- Field Cannon "Stock Replenish Interval" increased from 120s to 150s
- Field Cannon "Food Cost" increased from 3 to 4
- Rebel Skirmisher "Gold Cost" decreased from 25 to 20
- Imperial Guard "Base Bounty" decreased from 10 to 4
- Rebel Income decreased from 2 to 1 per 5s
- Rebel Skirmisher "Stock Replenish Interval" increased from 0s to 10s
- Rebel Skirmisher "Stock Maximum" increased from 0 to 10
- Added Rebel Captain, and Imperial Captain


Keywords:
Train, Defense, Imperials, Rebels, Gunpowder, Cannons, Age, of, Exploration, Muskets, Railroad, Railway, Cargo, Protect, Defend, Destroy, Raid
Contents

Railroad Raid v0.7 (Map)

Reviews
Moderator
15:21, 13th Aug 2010 ap0calypse: Approved
  1. 15:21, 13th Aug 2010
    ap0calypse: Approved
     
  2. Ardnived

    Ardnived

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    Oops, forgot to say, model credits to Kofi_Banan for the Train, and BlinkBoy for the Musketman.

    There are a few others but they were taken from XGM and a resource that no longer had an Author.


    Also I would be glad for any suggestions, and I desperately need a better name :sad:, Train Defense makes it sound stupid.
     
  3. TheHunterKiller

    TheHunterKiller

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    Well, sounds good, testing.

    EDIT: Well. The terrain was excellent, no complaints on that. The gameplay was fun and balanced, but a Hero would be awesome. The game might get a bit boring after few plays.
    Some music could make the game better, but that's your choice.
    This + AI = Awesome
    Rating: 4/5.
     
  4. Ardnived

    Ardnived

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    Thanks :smile:

    Hmm, someone else suggested a Hero too, but I'm afraid that if I add one it will shift the focus of the gameplay too much, it will become all about the hero, just as Melee almost is.

    However I was thinking I might give each player a Captain, not like a hero with abilities and everything, but more like just an extra strong unit that levels up, and maybe has an aura and an active ability.

    Not sure what kind of music might fit, but I was thinking about trying to find a loop for the train's engine.

    AI might be hard... I don't have really any experience in that area, maybe I could ask someone to help make one though...


    I played it about 6 or 7 times with my friend with only a slight lessening in enjoyment, but that was because I won every time except the last... but that is likely because I am the creator. I was trying to get BlinkBoy to make me a variation on the unit, but with a Sabre and Pistol, so I could add a bit of unit variation (or use that for a Captain), but he says he's busy :sad:
     
  5. s.kYliNE

    s.kYliNE

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    Great Map :)

    Love it. Wish I got mine finished on time though, would have been nice to compare them. I'll have it in the next two days. Recommend this map to anyone else, simple but very fun. 5/5. Keep it up :)

    And + Rep too :D
     
  6. CAM_mE_iS_Newb

    CAM_mE_iS_Newb

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    - Rebel Skirmisher "Stock Replenish Interval" increased from 0s to 10s
    - Rebel Skirmisher "Stock Maximum" increased from 0 to 10
    - Added Rebel Captain, and Imperial Captain
    - Rebel Skirmisher "Gold Cost" decreased from 25 to 20
    - Imperial Guard "Base Bounty" decreased from 10 to 4

    My suggestions! I WIN!
    This was a fun map. GJ on the name change. Hope we can play again, eh?
     
  7. Ardnived

    Ardnived

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    I do, sorry about leaving yesterday, but you and squigee had vanished and it was almost 2 am where I am. :sad:

    Anyways thanks guy, but I'll have to update soon, cause I realize I forgot to make it so you can actually obtain the Captains! Must have been the tiredness getting to me. :smile:
     
  8. Cokemonkey11

    Cokemonkey11

    Wurst Reviewer

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    looks really fun, I want to play it sometime.
     
  9. Fingolfin

    Fingolfin

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    I haven't played the map yet, but i will download the musketeer model and see if i can make some variations on it, like give him a sabre and pistol as you sugested.

    EDIT: Here are some shots of the new captain mesh:
    Image
    [​IMG]


    And the pistol:
    Image
    [​IMG]


    I havent changed the animations yet, but i'll try to do that tomorrow. Think i should ask blinkboy for permission first. ;)
     

    Attached Files:

    Last edited: Aug 13, 2009
  10. CAM_mE_iS_Newb

    CAM_mE_iS_Newb

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    Those models look sweet, Fingolfin. +rep.
    Anyways, Ardnived, you need to find a way to make it so Train cars are weaker, but you have to kill all of them... I found that most people I tested this with (everyone on my friend's list) had that ONE complaint.
     
  11. Ardnived

    Ardnived

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    Fingo, those are looking pretty awesome :), thanks a lot, and nice that you changed the cap too :)

    Cam, well what I originally wanted was for the damage to be spread throughout the train, so that all of them would take the same damage, but have higher hp and such. But the one way I did that didn't distribute fast enough to keep up with attacks and the other one caused a fatal error. I might look into rigging that again with Ancestral Spirit, but we'll see.
     
  12. Fingolfin

    Fingolfin

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    I think the captain is pretty much finished now, i'm attatching it to this post for you to check. I tried to make the "alternate" mode as distinguished as possible to make the unit better recognizable, it looks a little funny, but i think it's nice.

    The arm carrying the sword deforms a bit awkwardly some times, but this is due to the mesh and wont hardly ever be seen since the units are so small.

    this model uses an extended version of the original texture - nothing is painted over, only added. This means that you could replace the old texture whith this one, if you know how to do that (can be done in magos) so that both models uses this one.

    PM me if you find any bugs or have any trouble with this model.
     

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  13. Fingolfin

    Fingolfin

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    I tested the map an noticed that the captain does not retain his aura while wielding his sword. Otherwise, this looks like a really neat and smooth map.
     
  14. CAM_mE_iS_Newb

    CAM_mE_iS_Newb

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    Yeah... I'm not sure if that's intentional or not. If I see Ard on b.net I will be sure to tell him.
     
  15. Ardnived

    Ardnived

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    Whoops sorry not intentional, weird that no one noticed that when I tested before, but I need to update anyways, I'm gonna put the bounty and skirmisher cost back to the way it was before and add some instructions regarding Rebel Recruitment and Imperial Reinforcements, and probably a Quest Log for Credits and instructions for people who miss the starting ones. Also maybe buff the captains slightly


    EDIT: Updated.

    EDIT 2: Changed the Minimap Preview :p

    Also thinking about making another map along similar lines of the models and strategy.
     
  16. warman45

    warman45

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    how about a map where the rebel bases spawn randomely in a square around the edge of the map (a large thick square mind you) and the imperial dudes (in the center) have to both hold out and hunt the rebels. they outgun, the rebels, but there forces come as neutral dudes (non-controllable) from different roads. therefore, control of the roads is vital to being able to build up a large enough force to defeat the rebels. the rebels simply have to kill the support untill all the imperials die.
     
  17. Ardnived

    Ardnived

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    Could be an interesting idea, are you suggesting that the rebels are all computer controlled? Or just some.
     
  18. lol_lam3r1

    lol_lam3r1

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    Cool map =D
    heres a little comment:The Rebel have too little soldier and too weak of unit maybe u need to have them make more money? maybe make a barrack so that they could build units without having 1 unit station there
     
    Last edited: Mar 23, 2010
  19. warman45

    warman45

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    no rebels are comps

    the imperials have resquable comps that head from different corners of the map towards the center. the center is an imperial fort or something, and the imperials need to 1)deffend the fort, and 2)get as many reinforcements safely to the fort as possible, and 3) kill the hidden rebel bases.