IMPORTANT: Take the Link to the Agents Information Thread if you have any questions concerning the Agents gametype. Download Download Gametype This is one of many complexes that channeled energy to the front lines. As Agents replaced regular soldiers and the war became a secret, the Energy Relays were shut down and abandoned. When this Substation Relay was converted into an Agent training facility, it was shoddily rebuilt into what can be seen today. Canvas: Ghost Town Map Size: 3v3 or 4v4 Difficulty: Medium Power Weapon: Assault Rifle Substation Relay is a new Agents map. Don't worry though; it does not disappoint. Whether it be Ghost Town's natural call outs, the seamless transitions between any of the map's three levels, or the exhilarating gun fights that can take place throughout all the map, Substation Relay delivers classic Agents gameplay while still retaining a unique and interesting style of its own. _________________________________________________________________ While the above is a classic Agents map post, I would like to go into more detail than the original map threads venture. HistorySubstation Relay started off several months ago as a map to test a tactical gametype that I never finished and never will. When I made a new version of that gametype, I made a new version of the map to go with it. I decided that I would make the map work for both Agents and my gametype. But, as I tested different scoring systems, I realized that my gametype would never play how I envisioned it, so I abandoned the project. Though I gave up on the gametype I initially made Substation Relay for, I finished the map for Agents alone. This is the outcome of my work. This is my triumph. This will set a precedent for all Agents maps to come. This is Substation Relay. The GameThere really isn't much to say about how Substation Relay plays. I'm sure many of you are already familiar with the gametype Agents, but if you have do any questions about the gametype, please visit the Agents Information Thread Call outs are very easy, considering the map canvas is Ghost Town. The map has three levels: the ground floor, the second floor, and the upper cat walks. Don't think there won't be much room to move about the upper cat walks though. They have been greatly expanded into huge surfaces that greatly alter the flow of the map. The flow is such that there is no one area where most of the action takes place. It could be in the constricted hallways of the central building, around the bridge and in the courtyard, anywhere throughout the upper catwalks, or even on the ground floor outside the green house. The weapons, on the other hand, are mostly located in the upper levels of the map. There are the same weapons as in Dehydration, but their layout has been changed to work better with Substation Relay and help create more unique gameplay. The Weapons 6 SMG's - 3 in each team's spawn - 0 spare clips, respawn rate never 2 Battle Rifles - 1 near each team's spawn - 0 spare clips, respawn rate never 1 Assault Rifle - in central building - 0 spare clips, respawn rate never 6 Magnums - spread throughout map - 1 spare clip, respawn rate 90 seconds 2 Incendiary Grenades - 1 in upper catwalks, 1 on bridge - repawn rate never 2 Trip Mines - 1 on sniper perch, 1 above train tunnel - respawn rate never 1 Bubble Shield - in upper catwalks - respawn rate never 1 Radar Jammer - in green house - respawn rate never The Map Defender's spawn. Attacker's spawn. Download Links:Map: Substation Relay Gametype: Agents
In the eyes of a VIP... Notice the size of the VIP's radar. The enemy team has just left their spawn area. The enemy team is entering the central building. Gameplay Shots Two elites fight outside the Defender's base. It is generally a bad idea for a VIP to miss. . . because this is generally what happens when he does. In case you didn't know, when you're not in your VIP's proximity, you're green, and you die really easily. The VIP snipes one Agent, not realizing there's another right behind him. This is another case where the VIP misses. . . and dies. VIP's can be very effective in 1v1 fights, however. They hold the element of surprise. They are also very effective in long range combat. Trip mines are great counters to bubble shields. Just throw one in, and BOOM! A VIP sneaks up on the other VIP for an easy kill. Agents are very well trained in CQC. Though it's hard to see, that Agent's VIP is hiding behind him. Teammates are not very good cover. They either move, and stray bullets kill the VIP, or they die, and stray bullets kill the VIP. A VIP walks through the aftermath of a fight, and just like that fight, this post has reached its end. Download Links:Map: Substation Relay Gametype: Agents
OMG magnum, magnum, magnum! So far there are a bit too many magnums, mabey you should replace some with BRs because honestly, i dont think anyone will be switching the SMG or Sniper for a magnum. The gameplay is good though and me and my friends enjoyed it. 8.9/10
Ok, only the VIP gets a sniper, and also, magnums are very good for making headshots, also called oe shot kills, and if there were to many BRs, no one would use the msg or magnum. And for the magnums everywhere, you dont wont to run out and this game is for 4v4, i think too more than the magnums on the map.
Oh, I don't know what to do with you guys [Shakes head worriedly]. You know that this map is for a special gametype, right? It's called Agents. There were two links to the Agents gametype thread in my post. If you read it, you would have seen them. First of all, magnums are the only weapons that respawn. As the game progresses, the Agents run out of ammo with their SMG's and BR's, considering that they have no spare clips. SMG's are rather good weapons for the gametype too. Also, the only people with snipers are the VIP's, and they can't switch weapons. Glad you and your friends liked it. I just hope you actually played it with the Agents gametype. I'm glad that you partially understand the gametype, that only the VIP has a sniper, but the thing is, everyone is immune to head shots. I don't really understand that last part though. Just think of magnums as ammo crates: you use them to restock your supplies (considering that you spawn with a magnum), and if the game carries on for too long, people will still have more than just the magnums they spawn with to fight each other with.
Also you only get 3 lives per round if I remember correctly. But on to the map, from the pics the map looks well forged. It looks like this variant would be a bit easier compared to dehydration, just because there is alot of flatter areas that you added, so there's less elevation changes, or since they're all off the ground... more? elevation changes, making it harder?. I'll just have to test it for myself. Also I like that you used the AR as the power weapon, but it looks like it's alot closer to the attackers base. But I may just be looking at it wrong. And lastly the cover looks good for some VIP hiding spots.
NinKeith Glad that there's someone who knows what they're talking about. Thanks for that! About the forging, I tried to have the map as well forged as was practical, considering it's on Ghost Town. I also just wanted to have it forged better than Dehydration, which turns out to be incredibly bumpy in some parts. I also wanted it so that every weapon was relatively easy to find and use, unlike the trip mine on top of the train tunnel in Dehydration (not one person I talked to actually knew it was there, and I didn't until I started doing forge-throughs). About the AR, I tested time it takes on the various paths one could take to reach it, and I'm pretty sure it averaged out to around the same time for all of them. It's actually in the same spot as it was in Dehydration, so I may not have tested it as well as some of the other weapons, but I've never encountered any issues of a team getting it earlier than the other. About the cover, I didn't really know what I was doing. I was split between having cover concentrated into little mini-bases and having the areas between them relatively sparse or just having the cover spread throughout the map. I think I made a pretty good compromise.