AS FoT Orions Curse Part-2

DESCRIPTION

AS FoT Orions Curse Part-2

UT ASSAULT - Large, 4 objectives, 8 - 16 players. Future Tech Industrial Space Port Facility. Released August 2007.

The story continues....

Earth Outpost ORION STATION, 2473 AD (PART-2) MISSION: The station has been invaded and is held by a hostile force. You and some fellow dock-workers evaded capture during the invasion, and acting as an advanced recon squad were successful in sendng an emergency transmission to the Earth Fleet.

You have learned that enemy battle ships will arrive before any Earth ship can intercept. During the initial attack, the enemy compromised the NEXUS system core, and shut down the station's automated defence grid. With no defences the enemy battleships will have free reign and Orion Station will fall completely into enemy hands. Your mission is to breach the Operations Complex and get NEXUS and the defence systems back online.

Once the grid is back up you must launch the stations Stealth Drone Fighters to intercept the approaching enemy cruisers, and hold them off long enough for the Earth Fleet starships to arrive. Once the drones are launched you and your team must evac to a designated LZ where a stealth shuttle will pick you up!

This map was (part of a map) originally designed for the Unreal Playground Assault mapping contest held in Nov-Dec 2003. That map was AS-UP-OrionsCurse, a large linear assault map with several sections, but unfortunately increasing amounts of bugs and a lack of time conspired to kill the map so I had no choice but to bail on the contest. Afterwords, I split the bugger into 3 smaller maps (part-1, part-2, part-3). A few years later, lol, AS-FoT-OrionsCursePart1 was released.

This was to be the next map (Part-2) of that series. That said, it was supposed to be completed for FoT-4 volume-2 but that didn't happen. Then later it was supposed to go with FoT-5, but by then the map became problem plagued so I completed a less complex CTF version of Orion's Curse Part-2 instead. Looking the map over recently, I can see where I might make some changes that would improve the situation, and so I have put the Assault map back into development and will take one last stab at it.

Shown in the gallery below is the sequencing for Part-2 Assault map, and the intention is to try and keep those objectives more-or-less the same, however, it may have to be rolled back to an earlier configuration that uses significantly LESS world nodes and requires less zones etc. So that said, some of the objectives shown could change or be dropped to improve the map's chances of success (if it ever gets nay more of my attention).

GALLERY

Objective 1


Objective 2


Objective 3


Objective 4


Objective 4


Objective 5


Objective 5


Objective 6


Objective 6


Objective 6


Objective 7


Objective 7 - Final