Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
That thing is "storm the beaches" style assault - an idea I had for playing Occupation mode where the defenders start off strong and get swarmed by constantly strengthening attackers. The short summary is that attackers get a range of spawns 3/4 surrounding the bomb target, while the defenders get a clustered and very defensive spawn fortress with lots of cover, sniping positions, obstacles and crates. As the bombs spawn, however, the pressure mounts - the map is designed for several bombs at once, although even a single bomb can be challenging since the defenders start off in a last stand position with attackers spawning right on their doorstep as well as at the bomb spawn/s. It comes down to tactics - the defenders are stuck defending, they don't get a chance to go sapping the bomb or spawncamping the attackers, but they're able to put up one hell of a fight from the start so the Blues need to really work together to drive a wedge into one of the few "weakpoints" (the weakest one being the front door, weakpoint is a relative term in this map... :P)
feel free to take my experiment for any occupation maps you make - I think you might enjoy the change of pace, and it has an intense "ready or not, here we come" vibe which I think will mesh well into your map series