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Maps with different victory conditions?


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Apologies if this has been discussed before, but I searched and didn't see it:

 

I enjoy Tanki, but it feels repetitive at times. Would it be possible to build a map or match style where the match ends when something other than a number of flag captures or a number of kills is achieved?

 

For example, a map/match that ends when all checkpoints are won by a team? My idea is this: A long, rectangular map with each side starting at it's own end. As a team pushes forward, it is farther from it's own spawn point so it gets harder to capture and hold territory. The match ends when all checkpoints are won by a side.

 

Also -- a map where one side wants to destroy something and the other wants to defend it?

 

An escort map, where one player is in a vehicle with a weak gun or no gun at all, and others must get that player to a safe point?

 

I'm basically thinking of map scenerios from Counterstrike (kidnapping/rescue, bombing/defense, escort the VIP) and Day of Defeat (demolition/defense, checkpoint capture). Maps where there was a specific goal were very fun.

 

If such capabilities exist, I'd like to try my hand at designing such a map.

Edited by bdeck

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You mean like Attack/Defend on Silence. Forget about it. Defenders always win. Just have to have 5 twins and 5 isidas. 

 

" Get out of our base. I'll throw you off."

 

" You hurt?"

 

"Yep."

 

*Isida*

 

 

That's all.

 

BORING.

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Not silence or any other existing map -- a map designed for such a game. The key question: Can a match be set to end when all checkpoints are captured by one side, or when a certain player is killed or when that player reaches a certain checkpoint?

 

For a demolition match, frangible objects would be necessary -- that may be more involved, and likely needs to be discussed in Russian.

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