Awesomenauts

Awesomenauts

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The Core
 
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6.699 MB
Jul 15, 2017 @ 7:42am
Sep 9, 2017 @ 8:40am
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The Core

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Description
Please note that the AI may occasionally bug out, if you can provide information how these happen, I'd appreciate it.



Located in Calias, a singular unassuming power facility nicknamed "The Core" is one of Zork Industries' first industrial facilities, featuring old rusty tech planted straight into a cave in the unmanned wastelands. The facility was shutdown shortly after it's inauguration for causing numerous devices in it's proximity to fry and for yielding absolutely nothing of value, it was supposed to generate humongous amounts of power through moon crystals gathered from Luxor, however the facility barely powered itself.
The facility was recently reactivated though by an unknown source and is causing pandemonium in nearby cities in the form of flickering screens and bad signals. Fully operational, but in bad shape, the Core is again active and now harbouring robotics and additional drills. The Awesomenatus have began fighting to regain control of the facility, which side will you join?

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The Core is a highly vertical map with lanes in close proximity to each other. The droids in this map need to travel through the enemy droid spawning line in order to reach higher lanes, but this comes with the added danger of the quarantine which holds your droids hostage until you release them yourself. The map is heavily defence and ambush focused with dangerous lanes that are hard to escape from if you are on the enemy side, this coupled with the fact that you need to balance defending, attacking and helping your droids reach the next turret makes for a very busy match. Additionally the level becomes quite significantly different with the removal of the barrier between back turrets, allowing more flanking, escape and attack oppertunities and ultimately changing the dynamic of the map quite a bit.

This is a map where attackers need to bring their A-game, careless assaults lead to quick shutdowns.

Map "Features":
- 2 "Front" Turrets and a single "Back" turret.
- Back turret is not defended by droids, instead when enemy droids attempt to teleport in to the area an alarm will sound which alarms the affecting team to defend and the enemy to attack. Enemies must reach the turret in aprox. 30 seconds after the alarm begins ringing or all their droids will be destroyed in quarantine and will never actually reach the turret.
- The bottom front turret is weaker, deteriorated by the cave moisture, push through this if you are falling behind on turret progress.
- The top front turrets power the main core, if both teams' turrets fall an alarm will trigger signaling that the seperator wall between the teams' back turrets will shortly shut down.

Not yet implemented:
- Low Graphics Quality Support

Note this map has a few animations that are not possible to toggle off, VERY low powered computers should test this in practice first to see if it works. The map features the basics as of now (gameplay, non-background textures and a working but buggy AI)

Yes, I do have an old version of this map which should be inferior in pretty much every aspect, I'll keep that one up for an undecided period of time after which it will become private.

First map, somewhat untested, please feel free to leave a comment on bugs, problems and such.
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6 Comments
FearJudge  [author] Sep 26, 2017 @ 12:56pm 
Thanks for the feedback, I've started internally doing edits to the map. These will come live once I'm happy with the changes. Unfortunately this might take a while, but I'll try and speed things up soon.
The edits try to address some of your concerns as well as the previous posters suggestion:

- I plan to add additional critters to the lanes as well as another contestable and uncontestable (behind team turrets) health pack near the bottom of the play area.
- I'll also attempt to darken the background where it's too light and make the darker foregrounds lighter.
- Lastly I plan to add indication for the droids moving from level to level, though the next update should have a more elegant way of doing so with particles.

If anyone has other suggestions, please comment away. I'll take all constructive feedback into concideration.
Teh_Bucket Sep 25, 2017 @ 5:35pm 
first impressions:
few health pickups / healthum creeps at the bottom, so sustain nauts have a big advantage
falling down through the map is frustrating at first since it's hard to tell what's passable and what isn't (the orange wall, dark foregrounds blending in with dark backgrounds, etc)

FearJudge  [author] Sep 18, 2017 @ 6:44am 
Thank you, glad you enjoyed it. I'll take a look at some point to see if I can add some better indication to that droid teleporting part. Thanks for the feedback.
Lenoxomorph Sep 17, 2017 @ 4:55pm 
Your map is great! I played it with a few friends and I had a blast. One problem was the direction of the droids and turrets were confusing so think you should make indicators on where the droids go.
FearJudge  [author] Sep 13, 2017 @ 3:37am 
Yeah, the map is way bigger than most maps, it's only slightly narrower width wise than a normal map and about as tall as two starstorm maps stacked on top of eachother.
Thank you for playing and commenting.
Van Sep 12, 2017 @ 7:24pm 
Just thinking it's really big, but overall great map and keep it up.