Bank Heist- This map makes use of the back hallway in Foundry. The Attackers spawn on the right side of Foundry with SMGs and camo. While the defenders start on the left, with shotguns and more cover. The goal is for the Robbers (Attackers) to get over to the Cops (Defenders) side of the map. Then the Robbers must blow up a pile of bomb (fusion coils) to open, and gain easy access via teleporter, to the Vault (flag room), then escape trough a teleporter. Only to have to slowly move their way with their flag (loot) back to their base. But now the cops have wheels, (Cop Cars) and must protect their loot until backup arrives (Game time runs out). There are many ways to enter the defending side but really only one way out... Must be played with Cops and Robbers game type. Weapons Attackers- 8x Smg no respawn no extra clip Defenders- 2x Shotgun no respawn no extra ammo Game Type Settings 1 flag 1 capture no flag return stronger but slower flag carrier spawn only with magnum and no grenades no weapon pickup, unless w/ custom item no shields 150% health no head shots 90% speed w/ 200% gravity team sync respawn Attackers Area Defenders Area Attackers Spawn The Mongoose Area Easy access by Cops after 3 minuets The Bomb Unlocks teleporter into vault Download Map- Bank Heist Download Gametype- Cops and Robbers This is my first map upload, tell me how ya like it!! My only problem was no money glitched map, so i had to forsake some minor interlocks Thanks to Von Schaefer for idea
Looks very well done for a first map! My only issue I noticed from the pics is the amount of active camos in one of the rooms, try placing them in the walls so it creates the lighting and mood you're looking for, but cannot be picked up. Other than that great job.
Kewl map. I like it that more and more people are making Cops & Robbers maps and this is probably the best one by far...
thnx, the camos are for the Robbers as we have found in testing that it was far too one sided in favor of the Cops, a lil tweak here and there and some camos and here ya go
Good desicion, it balances the game for both teams, like I said again I really like the idea and layout of this map!
Oh I assumed the active camos were for lighting but I like the idea of giving the robbers extra benefits, as most cops and robbers variants are one sided. Great Job- again 3 thumbs up.
What is the function of the shield door in pic 2? I am guessing it is a timed spawn to try to stop the fleeing robbers?
i love the idea and uv done it really well, the bomb idea is genius and is very creatic, all u need to do is double stack those walls and make it a bit neater here and ther
Thnx for the comment, but the double stacked walls is not necessary because of the 2x gravity, its hard enough to jump onto a crate let alone jump onto the wall. I may remake the map on a money glitch map if i find it necessary
If anyone test this out please give me back some feedback, all comments or criticisms are much appreciated.
wow this looks great i just wish cops and robbers didnt use an honor rule. if it didnt this map would be absolutely great it is just that the bomb thing could kill a lot of ppl couldnt it?
this looks like a good map but it should be in either casual or mini-games section to do this just ask a MOD to move it
the only honor rule left is no dual wielding, but that is easily stopped because once the weapons are taken from their starting positions, they cannot be picked up again it aids in giving the shotgun wielding cops reason not to leave their area, where their shotguns usage becomes less useful, and don't worry, the cops cant shield door camp, because there are about 4 ways into the defending area and only the one has the shield doors
I'm not too much into Cops 'n Robbers type maps, but it looks like the forging is excellent. Good work.
Im going to try to post an updated version with more aesthetics and features, and tips of money glitching already made maps?