Extraction is a gametype where you defend your VIP While trying to get to the extraction zone. Point of the game: You try to get your VIP to the extraction zone, The enemy tries to ambush you. You have to stay close to your VIP and advance forward. There are 3 goals you have to get to. The first and second are checkpoints and the 3rd is the last one. Stats: Scoring: Score to win: 3 Goal arrival points: 1 VIP settings: Single Vip: Enabled Next VIP: Random VIP Death ends round: Enabled Goal Areas: Enabled Goal Movement: Move on arrival Goal Movement Order: Sequence VIP Traits: Sheilds and Health: Damage Resistence : 90% No Sheilds 100% Sheild recharge 50% Leech Weapons and Damage Damage modifier 110% Primary weapon: Magnum No grenades No weapon pickup Movement: 100% Speed 100% gravity Vehicle passenger only Sensors: Allies only sensor 150 meters Appearance: Poor camo Wapoint visible to allies Forced color: Black VIP Proximity traits: Influence radius: 25 meters Sheilds and health: Damage resistence: 110% Sheild multipler: Normal Sheilds Seild recharge rate: 100% Sheild Vampirism: 10% leech Weapons and Damage: Damage Modifier: 125% Weapon Pickup: Enabled Movement: Speed: 110% Gravity: 100% Vehicle Use: Full Use Sensors: Mode: Normal Mode Range: 25 Meters Appearance: Wapoint: Visible to allies Forced Color: Black VIP Team Traits: Sheilds and Health: Damage Resistence: 100% Sheild Multiplier: Normal Sheilds Sheild Recharge rate: 90% Slower Weapons and Damage: Damage Modifier: 125% Primary weapon: SMG Weapon Pickup: Enabled Movement: Speed: 100% Gravity: 100% Vehicle Use: Full use Sensors: Mode: Normal Range: 10 meters Appearance: Waypoint: Visible to allies Forced color: Black General Settings: Number of Rounds: 4 Time Limit: 15 minutes: Friendly Fire: Enabled Base player Traits: Sheilds and Health: Damage Resistence: 110% Sheild Multiplier: Normal Mode Sheild recharge rate: 110% Weapons and Damage: Damage Modifier: 125% Primary Weapon: SMG Secondary Weapon: Magnum Weapon Pickup: Enabled Movement: Speed: 125% Gravity: 100% Sensors: Mode: Normal Mode Range: 75 Meters Appearance: Waypoint: Visible to allies Respawn Settings: Synchronize with time: Enabled Respawn time growth: Enabled ( Every time you die your spawn time increases 2 seconds, everytime you kill someone it goes down 2 seconds) Respawn on Kills: Enabled Okay now on to the map details: I haven't made a map for this gametype yet, but I have tested it. I am in the process of making a map for this But it won't be released till summer probaly ( May 27 is the day i get out of school so somtime near there) How to build a map for this gametype: The map must have many possible ambush points as well as a lot of cover for the ddefending team, There must be at least 1 Sniper on the map ( Preferably near the attacking teams spawn) and a shotgun near the Defending teams spawn. The map must also be able to hold close and long range battles. The path must have a lot of cover so the defending team doesn't get too overwhelmed. There must be at least one place where you can look down at the map. There must not be any plasma grenades or fire nades, only frag and spike. The reason why is because fire nades are too powerful and so are plasma nades. Frag nades are good for maps with lot of turns nd the spik is good for narrow pathsor close combat situations. There must not be any rocket launchers because they are way to powerful. Fuel rods are exceptable because they don't do as much damage and can't blast the other team in one hit. Try to keep the power weapons on the defending side because it is weaker for the defending team. There must be 3 goals One must be close to the defending spawn, the second must be at the center and the last should be on an elevated position. Maybe a building. Okay well thats it, Please comment, download and rate Download Extraction W00T NO MORE WALL OF TEXT!!!!!!!
So...are we allowed to make a map using this gametype then? I'll give you credit when I post it. Just double checking to make sure that is, in fact, the intent of this post.
this seems pretty cool but yea im wondering the same thing. Because i could build a pretty wicked map around it and the last goal the vip and his crew get hornets =) if u survive.
I made a maze-type map in Foundry designed for infection but I guess it can work for this gametype too. Once I finish touching it up I will get it tested.