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The next map will go into testing in ~15 minutes. Before you read further, please note: this map will be in 'testing mode' or a kind of WTF mode until Thursday for a true reset for which everyone is prepared and will be guaranteed to happen at midnight (Thursday 12:00 AM EST).
When you first see it, you might think it's bare bones or too simple and it just might be, so we're looking for your feedback too! We're trying a few new things in this map that hasn't been done before and required some more thinking/working out technically and generally. There is also some setup regarding the map itself that I'd like to iron out further but what we're looking for here is your feedback as you use the 3 old objectives or the 1 new one and experience the new map.
So right now what we have (new) is:
1. Radiation Cannon - Controlling gang can send a "Cannon Trigger" item to someone they trust from this objective. This person has to take this trigger and go to any spot in WL as commanded by gang leadership and use /trigger in order to deploy a Cannon Beacon.
Once the beacon is placed, gang leadership can access the Radiation Cannon objective to see what (NPCs, Players, Structures, Max Gang Control) are on the square and on the immediately adjacent squares. They have the option to Fire or Abort as long as the beacon is active. Enemy gang members can attack/tear down the beacon to prevent the Cannon from being fired. Each of those 4 things I mentioned will be affected if the cannon successfully fires. Additionally, affected players gain 5 or 10 points of exposure. Anything/anyone on the center/ground 0 square gains double the impact of whatever happens on the surrounding adjacent squares (Think a PLUS/+ sign as the area of impact).
(Note: In the true map, we would place a 3 minute countdown from the time of deployment of the beacon till before the FIRE button is enabled in the objective - this will come in shortly).
2. The central area with the objectives in a sort of square-line rotates weekly, clockwise. There's no way to control it - it's a map mechanic. Apparently those weird hive structures have something to do with it but we can't do anything about it. What does this mean? Everything and everyone on those squares (bounded by and included the ring with the objectives) will rotate clockwise when this happens. It's set to happy Saturday 12:00AM EST weekly but I'll trigger it sooner this week so we can test that out as well.
Beyond that, we have the objectives that you can see. Please share your feedback, suggest things, suggest uses of different things/mechanics and let's work to make this a fantastic and wild WILD round for Warfare
~Aldo
When you first see it, you might think it's bare bones or too simple and it just might be, so we're looking for your feedback too! We're trying a few new things in this map that hasn't been done before and required some more thinking/working out technically and generally. There is also some setup regarding the map itself that I'd like to iron out further but what we're looking for here is your feedback as you use the 3 old objectives or the 1 new one and experience the new map.
So right now what we have (new) is:
1. Radiation Cannon - Controlling gang can send a "Cannon Trigger" item to someone they trust from this objective. This person has to take this trigger and go to any spot in WL as commanded by gang leadership and use /trigger in order to deploy a Cannon Beacon.
Once the beacon is placed, gang leadership can access the Radiation Cannon objective to see what (NPCs, Players, Structures, Max Gang Control) are on the square and on the immediately adjacent squares. They have the option to Fire or Abort as long as the beacon is active. Enemy gang members can attack/tear down the beacon to prevent the Cannon from being fired. Each of those 4 things I mentioned will be affected if the cannon successfully fires. Additionally, affected players gain 5 or 10 points of exposure. Anything/anyone on the center/ground 0 square gains double the impact of whatever happens on the surrounding adjacent squares (Think a PLUS/+ sign as the area of impact).
(Note: In the true map, we would place a 3 minute countdown from the time of deployment of the beacon till before the FIRE button is enabled in the objective - this will come in shortly).
2. The central area with the objectives in a sort of square-line rotates weekly, clockwise. There's no way to control it - it's a map mechanic. Apparently those weird hive structures have something to do with it but we can't do anything about it. What does this mean? Everything and everyone on those squares (bounded by and included the ring with the objectives) will rotate clockwise when this happens. It's set to happy Saturday 12:00AM EST weekly but I'll trigger it sooner this week so we can test that out as well.
Beyond that, we have the objectives that you can see. Please share your feedback, suggest things, suggest uses of different things/mechanics and let's work to make this a fantastic and wild WILD round for Warfare
~Aldo
Trump
"cool"
Peaky
"Second"
Larry
"Third"
anialator
"I want to get off Aldo's wild ride"
Meepers
"Ok "
Graponis
"I would like to see hq starting points randomized when the map resets"
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