You and your men have been chosen for this mission because of your small stature because your gonna have to go under ground along the way and destrory some crates the rebels have hidden under ground. Along with going in their tunnel system. you should pepare for some heavy resesitance on this mission it seems that the rebel leader is making some very bad chemicals to use on us and the public. Your mission is to stop him at all costs and keep him from following thru with his plans. your goals are.
1. eliminate all weapon crates
2. destroy oil storage at objective
3. clear the chemical storage
4. destroy supply trucks
5. eliminate enemy officer
i wanna thank GoldenEagle_LST & MIA_LST for their help in making this map.
hope you all enjoy it and have fun
...I keep receiving the 'no files to extract' error message? Cheers
Posted: Wednesday - April 29, 2009 9:56PM
Posted by: UncleSticky
What Rover_LST said.
But now I quote WinZip:
"Cannot open file: it does not appear to be a valid archive. If you downloaded this file, try downloading it again."
Posted: Thursday - April 30, 2009 7:11AM
Posted by: jabo1SFH
open it with winrar.
Posted: Thursday - April 30, 2009 7:23AM
Posted by: ROVER LST
Sgt are you trying to open it with i use winrar as my main source of d/ling and up loading and it works fine for me. let me know if your still having trouble d/ling it. would like to hear your comments on the map
» Yep, WinRar did it...thanks all.
Posted: Thursday - April 30, 2009 9:41PM
Posted by: Sgt.Saunders
This map was enjoyable, yet a bit too passive for me even though I played it solo. The majority of the BGs were easily eliminated from afar with some well-placed long distance sniper fire. Eliminating those 'manning' the 50's atop the jeeps rendered them non-threatening, so they just followed their preset pattern in a single-file convoy. There was an aboveground 'glitch' near the 'outbuilding' (adjacent to the bunker connected to the tunnel system at 'C') which caused me to fall into the gully located beneath that tunnel system. I followed the gully until I reached a gate. Upon proceeding through that gate, I fell aimlessly into oblivion and had to 'CTRL R' in order to to successfully respawn back at 'C'. Aside from that, I encountered no other issues - other than the passive interaction of the AI. I did enjoy maneuvering through the different and creatively designed tunnel systems throughout the map; however, the BGs located within were a bit too passive. The only 'real' challenge I encountered was within the tunnel rooms below 'H'. The two 2-tiered rooms were creatively designed and the BGs there were strategically placed; thus, making them a bit tougher to see and to eliminate. To successfully end this map required some 'backtracking', because I had missed some objectives which were defined within the 'Goals List', but were unmarked - whether intentionally or by program design. To me, this was a good thing; otherwise, this map would've been even easier to finish successfully. /\ Note: (1) I'd suggest 'amping' this map up a bit in order to make it a bit more challenging. (2) Give the AI more cover, as most were virtually just left 'out in the open'. (3) Place some BGs inside the supply truck depot in order to protect those vehicles from just being an 'easy target'. /\ I do appreciate your creative efforts with regard to your design and inclusion of the different types of tunnel systems. Keep-up the good work 'ROVER_LST' and please keep those new maps coming...cheers.
Posted: Thursday - April 30, 2009 9:58PM
Posted by: ROVER LST
thnxs for your comments Sgt i'll keep them in mind for my next map. your comments are encouraging as a new mapper i'am still in the learning stages. It's folks like yourself and a few others here that truley know how to comment on a map and help those who are taking the time to make maps become better mappers and my next map should be done before long. Once again thnxs for the comments and your rating
Posted: Monday - July 13, 2009 5:33AM
Posted by: jabo1SFH
finally got to play this and didnt mind the spread out design but i did mind the respawners. when using respawners on an open map such as this, please limit the respawning to 3. annoying to be in the process of attaing the goals when you continuously need to shoot the same badguys 5 or more times. also, when suing the concrete slabs as a level surface, make sure to place them so that they dont flicker(some lower end machines will dump with the amount of flickering i noticed). some of the ai were tweaked a bit much(mainly some tunnel guys were). oh, and the willys jeeps should have been replaced. the windshields are not transparent enough for driving.