First a little background on the way the assault mod works. Two teams "green/runts
and red/thugs the runts are the team that attacks the thugs fort and tries to steal the 3
keys that are placed in differant parts of the thugs fort. The keys can only be
picked up one at a time and in sequence. you wont be able to pick up key number 2 until
your team has deposited key number one for example. Becuase the thugs job is only to
prevent the runts from taking all their keys they are equipped with stronger weapons...but
their weapons are more effective at long range. You want to take the runts out before they
get to close because they will be able to use their short range weapons to over power you.
That's why the thugs should always try to snipe or ambush the runts before they get to
close to their base.So, for all you mappers that are thinking about building maps for the
assault mod keep these facts in mind when you build. There really is no reason to build a
big strong for for the runts because they aren't protecting anything. Still you want to
make their base somewhat protected so that you don't get lamers on the thug team coming
over and getting tons of spawn kills by lobbing grenades all over the place.
Basically, you just want some starting point in the map that is a good distance from the
thugs base where the runts will spawn, collect all their armor and ammo then quickly try
to attack the enemy. It doesn't need to be a complicated fort or anything. The rest of the
map should be built to give the thugs good places to ambush the runts from ... good sniper
spots and ambush areas. the whole idea of the mod is to promote team work. The runts
should have to work together in order to over power the thugs and collect the keys. What
is the goal of the thugs if they cant collect keys also you might ask? hehe well that's
the fun part that you will have to build into the map. If the runts win and collect all
the keys then they will be able to activate their radio and call in the reinforcements
that will bomb and kill the thugs in any way you can dream up by building an "end
game cut scene" in your map. So the goal of the thugs is to keep their keys from
getting stolen so they don't have to suffer the humiliation of getting bombed and losing
the game while the runts watch : )each team will get a chance to play as both runts and
thugs so don't worry....the teams will be switched automatically when the game ends.So.
there is the basic idea of how the maps should be made. Now here is a list of the entities
and features that have been built into the assault mod.
Each team starts with all their weapons so don't put any weapons in the maps...there should only be ammo.
THUGS WEAPONS: hmg/sniper only shots one shot at a time, unless you have the mod cooling then it will shoot in 2 shot busts.
tommygun normal kingpin tommygun with just a slight power boost.
grenade launcher same as the one from the normal game...still deadly as ever.
pistol with magnum mod you start with this weapon and the power has been turned way
up.
RUNTS WEAPONS: shotgun standard shotgun from kingpin but the power has been heavily
increased
rocket launcher: same as the normal kingpin weapon deadly!
flame thrower same as default flamer in kingpin
pistol with magnum just like the pistol that the thugs have.
TEAM SPAWNERS: use at least 10 info_player_deathmatch entities for each team for thugs five their spawners a style of "1" and for runts style "2"
TEAM DOORS: you can make a door only able to be opened by one team if you want.... just make the door activated by a "trigger_multiple" then give it "style: 1 for thugs 2 for runts
KEYS: use "item_key1 through item_key3" and place them in different places though out the thugs base.. try to make key easier to get to key1 than key2 and make the last key3 much harder to get to. give all the keys a style of "2" this way only the runts can pick them up.
JET BOMBER: You can drop bombs like the jet plane drops in the assault_jungle map by triggering a "target_spawner" with a "path_corner"entity.Place the target_spawner near the path_corner that will trigger your bombs.Give the path_corner a "path_target" that matches the "targetname" of your target_spawner. When your func_train entity reaches your path_corner with a target name that matches your target_spawner it will trigger your dropping bombs. Now give your "target_spawner" a STYLE = 3 and a target of "item_watch". The style 3 is important cuz without it you'll just be dropping watches. Its up to you how you want to trigger the target_spawner. The grenades fall and have other settings the mapper can set, like "dmg" (damage defaults to 100), a "speed" (defaults to 100) and a "wait" which is how long before the grenade detonates (defaults to 2 sec).
SAFEBAG: make a radio out of brushes and place it in the runts starting area... then place a "dm_safebag" right in front of the radio and give it a style of "2" this is were the runts will deposite their keys. the bag will be invisible in the assault mod so it will look like you are just depositing the keys into the radio.
CUT SCENE TRIGGER: once the last key is deposited in the safebag it will trigger any entities in your map that you give a "targetname" of "end_game" to so if you want the cut scene to kill the thugs with a crusher for example...you'd make your crusher out of func_train or some other entity that would smash the thugs then you just give it a teargetname of "end_game" once the last key is deposited your crusher will be activated. but you would want to have a small delay on it so that it gives the runts time to spawn into the "info_player_intermission" and the thugs to spawn where they will be crushed. you have a 18 second window to set your cut scene in.
CUT SCENE SPAWNERS: use info_player_deathmatch entities to set where the thugs will be spawned at the end of the game to be killed by your death cut scene... so place about 10 to 16 info_player_death match entities in that area and give them a style of "3" then place a "info_player_intermission" overlooking where the thugs will spawn to...this is where the runts will spawn into spec mode at the games end.....no style needs to be set on this entity. One very important thing you need to know here though... when the runts spawn at the intermission point they spawn as dead players...it's sorta like the same effect when you die in the game your body falls to the ground and you can still look around but haven't respwned yet... so you need to place some clip brushes around the intermission entity to make sure the dead players don't just fall to the ground. place clip brush all around the intermission then turn them into a "func_wall" entity and give it a targetname of "end_game" and make sure you have the "trigger:" flag checked... this will make the invisible clip brushes spawn at the end of the game and hold the dead spawned spec mode runts in place.
You can also use the trigger/func_wall brushes to pen in the thugs when they spawn at the style 3 spawners.. you don't want those little losers getting out of the death scene area hahaha.
whew! that was a mouth full : )