Jump to content

Okinawa Kamikaze 1.0


Ace_Gambit

Recommended Posts

Introduction

This is my second MTA map after The Icarus Run. It’s based on the battle of Okinawa at the end of World War II. The game play of the map is simple. There are 32 spawn points divided into two groups of 16 (even though it’s random and there’s a change of unbalanced groups you get the idea).

Download

downloadjc0.gifOkinawa Kamikaze 1.0

Characteristics

Description: Okinawa Kamikaze 1.0

Type: Race

Spawn Locations: 32

Start Vehicle: Patriot/Rustler

Checkpoints: 63

Time Limit: 12 minutes

Re-spawn: Waves (10 seconds)

Race Length: ~ 8 minutes

Vehicle Change Pickups: 14

Vehicle Change Checkpoints: 0

Vehicles Used: Rustler, Patriot, Cargobob, Hydra (Easter Egg)

Race Impression (click pictures for hi-res)

http://img402.imageshack.us/img402/7360/mtasaokss01ki9.jpg

http://img105.imageshack.us/img105/6729/mtasaokss02ar5.jpg

http://img402.imageshack.us/img402/9032/mtasaokss03zf8.jpg

http://img115.imageshack.us/img115/2930/mtasaokss04jx8.jpg

http://img129.imageshack.us/img129/5935/mtasaokss05hn4.jpg

http://img115.imageshack.us/img115/6610/mtasaokss06os8.jpg

http://img168.imageshack.us/img168/7092/mtasaokss07au2.jpg

http://img128.imageshack.us/img128/6656/mtasaokss08zh8.jpg

http://img168.imageshack.us/img168/1665/mtasaokss09cr5.jpg

http://img300.imageshack.us/img300/475/mtasaokss10bw9.jpg

http://img167.imageshack.us/img167/8118/mtasaokss11ao5.jpg

http://img300.imageshack.us/img300/7733/mtasaokss12xy5.jpg

http://img128.imageshack.us/img128/116/mtasaokss13ng4.jpg

http://img167.imageshack.us/img167/8149/mtasaokss14mu8.jpg

http://img127.imageshack.us/img127/2221/mtasaokss15ql8.jpg

http://img329.imageshack.us/img329/9108/mtasaokss16lg5.jpg

http://img329.imageshack.us/img329/4032/mtasaokss17in8.jpg

http://img329.imageshack.us/img329/1049/mtasaokss18bf2.jpg

http://img127.imageshack.us/img127/1135/mtasaokss19lr8.jpg

http://img126.imageshack.us/img126/37/mtasaokss20zq3.jpg

Realistic sandbank...

http://img329.imageshack.us/img329/2731/mtasaokss21ij2.jpg

…go too far and you’ll drown.

http://img329.imageshack.us/img329/4963/mtasaokss22ve9.jpg

http://img126.imageshack.us/img126/7126/mtasaokss23uq3.jpg

http://img179.imageshack.us/img179/410/mtasaokss24ud4.jpg

http://img165.imageshack.us/img165/9433/mtasaokss25zh2.jpg

-EDIT-

Links instead of pictures and removed endless introduction :lol:

Edited by Guest
Link to comment
looks good, but why you always need so much text/pics of your map, where you show the same stuff few times? it's even more than the whole description of what's MTA on the site lol

This is the showroom, right? Where people show their creations? I know some people give a rat’s ass about how the present their stuff and paste the link to the download section instead but I don’t. Is it overdone? Maybe… But this is nothing compared to the documents I normally write for my study :lol: . And I’m somewhat of a perfectionist…that’s also the reason why I present it like this.

Link to comment

OMG it sux! HARD! I'm not joking! :shock:

It's completely UN-Playable.

CPS - too small for such a big vehicles (small for 1 vehicle, not to mention 32!) and placed on wrong places. It's supposed to be a race map (since it has CPS), not a survive-dont-miss-cps-10-mins-horor.

U've made that island very well. It maybe have some future in MTA:DM, but not here. I like when a race is hard and when u need skills to finish it and compete others, but here, u need nerves to play this, to finish this, to compete others. Patriots are slow, cargobobs are too big and slow, rustlers - I didnt have nerves to wait to test them.

As for the screenshots - please use thumbnails

Link to comment
OMG it sux! HARD! I'm not joking! :shock:

It's completely UN-Playable.

CPS - too small for such a big vehicles (small for 1 vehicle, not to mention 32!) and placed on wrong places. It's supposed to be a race map (since it has CPS), not a survive-dont-miss-cps-10-mins-horor.

U've made that island very well. It maybe have some future in MTA:DM, but not here. I like when a race is hard and when u need skills to finish it and compete others, but here, u need nerves to play this, to finish this, to compete others. Patriots are slow, cargobobs are too big and slow, rustlers - I didnt have nerves to wait to test them.

As for the screenshots - please use thumbnails

Well, if you took the the time to actually read the text in my first post you'll see that the cps are small and placed low to the ground for a reason. If you spawn in a Rustler you are not supposed to get the cps but to prevent the ground vehicles from getting them (Since there's no briefing option I thought placing them in impossible positions would make the Rustlers give up the actually race or smash their plane into the ground like a real kamikaze and start killing ground vehicles...their real objective). This means that you will never race for the cps with more than 16 players unless they get the vehicle change (which are fairly hard to get anyway). That in mind you will also spawn really spread out which gives enough room to prevent bottlenecks at the cps (Smart players will gain advantage fast) unlike some maps where people actually have to fight with 32 other players to get the first cps. Besides, all but a few cps are well places to keep the race going. This means that in general you don't have to turn in the middle of the "road" which is often a point of frustration in maps (blockers).

As for the Rustlers...there are enough vehicle change pickups to get a Patriot (In case you spawn in a Rustler as the only player on a server).

The Cargobobs are slow but they are placed well at the end of the race. Statistically speaking by the time players get there you'll never have to fight for the final checkpoints with all 16 participants (And even you will have to agree with me that some maps give you far less room to manoeuvre even with smaller vehicles throughout the entire race).

The Patriots are not slow for this kind of terrain. If I'd put faster vehicles in the map people would drive around like madmen overshooting every cps.

Besides I didn't want the army to drive in Sandkings :lol: .

To win this map you'll have to be smart, skilled and you'll definitely need nerves of steel. I'm glad you understood at least that aspect of the map :wink: . But most importantly you can play this map on a full server and win.

The only thing I'm going to change in version 1.2 are some repair pickups on top of the bridge of each US carrier ship for the Cargobobs (And maybe place the one on top of the old hut directly underneath the final island cp).

Edited by Guest
Link to comment
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...