AS-Alpine
Posted: Sun 15 Jan , 2017 12:16 pm
Finally finished my remake of the classic OLDZ map. I've kept the objective design of the map fairly similar, but the overall design has had a complete remake. The map will be live this evening, as I've only got one further fix to make (minus sounds, I'll create them another time).
First Objective Set

Simple door destruction, followed by a hold objective opening the interior outpost door. Defenders get two turrets and anti-vehicle weaponry. Attackers have access to a Hellbender and two Scorpions.
Second Objective Set

Another door destruction, followed by a hold objective opening the second garage door. Next objective blocked. There's an optional objective in place to open the roof area. Defenders have two turrets, whilsts defenders have access to a Hellbender.
Third Objective Set

Simple use objective, opening up a new spawn. Bridge is a chokepoint, but pedestrian access is provided via jump pads below the bridge.
Fourth Objective Set


A hold objective outside the factory opens the exterior door, and new spawn areas. Hellbender disappears at this point. A second hold objective opens the second garage door, and then a powercore objective is enabled. The door is trigger opened, so requires teamwork. An optional objective is available via the garage to open up the roof - the roof contains a further optional objective which destroys three of the final sentinels. However, the first optional objective is locked after the powercore is picked up for the first time - this locks out the sentinel destruction. Take the powercore to the large garage to unlock a new spawn.
The final objective is a simple 'deliver the hellbender' scenario, ala Poseidon. Defenders have access to sentinels, three of which can be destroyed via the optional objective.
First Objective Set

Simple door destruction, followed by a hold objective opening the interior outpost door. Defenders get two turrets and anti-vehicle weaponry. Attackers have access to a Hellbender and two Scorpions.
Second Objective Set

Another door destruction, followed by a hold objective opening the second garage door. Next objective blocked. There's an optional objective in place to open the roof area. Defenders have two turrets, whilsts defenders have access to a Hellbender.
Third Objective Set

Simple use objective, opening up a new spawn. Bridge is a chokepoint, but pedestrian access is provided via jump pads below the bridge.
Fourth Objective Set


A hold objective outside the factory opens the exterior door, and new spawn areas. Hellbender disappears at this point. A second hold objective opens the second garage door, and then a powercore objective is enabled. The door is trigger opened, so requires teamwork. An optional objective is available via the garage to open up the roof - the roof contains a further optional objective which destroys three of the final sentinels. However, the first optional objective is locked after the powercore is picked up for the first time - this locks out the sentinel destruction. Take the powercore to the large garage to unlock a new spawn.
The final objective is a simple 'deliver the hellbender' scenario, ala Poseidon. Defenders have access to sentinels, three of which can be destroyed via the optional objective.