ICE COLONY MARK II

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Nickvr628
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ICE COLONY MARK II

Post by Nickvr628 » 05 May 2018, 23:00

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ATTENTION MARINES: A USCM Ship, The Sulaco, has crashed in a mountain on a UPP mining colony, while we are not picking up any UPP presence at the crash site at the moment, we need to ensure they never get access to our technology or intel. Your mission is to insert into the mining colony, activate the ship's onboard self destruct device, and get the hell out of there.

OOC Intended Sequence of Events (for marine victory):
  • Marines land outside caves in the mining complex.
    Marines enter cave and push into the mountain, encountering xenos. (no UPP because they are all killed by Benos)
    Fight into the ship and activate the self destruct device
    Run back to the mining complex and evac before it explodes, get chased by xenos
    Marines either evac successfully, or xenos come back with them
    (OPTIONAL) Battle on Almayor against the xeno stowaways
FEATURES:
  • LZs on roughly the same side of the map,
    Open mineshafts for a semi clear flow of battle, but still caves to sneak around in,
    4 different combat environments: crashed ship, mineshaft/caves, mine buildings, and shipping container CQC farm,
    A SECRET FIFTH SQUAD of surviving marines on the crashed ship with limited gear that must work together to survive.
What it does better than current ice colony:
  • It is not big as fuck with two giant z levels.
    It is not confusing as hell to navigate.
    Clear flow of battle with obvious front lines and chances to flank, instead of complete chaos.
    A cool objective to complete.
Map when. Or I guess I could map it since I thought it up, but you know... Closed Source.

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Cry of Wolves
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Re: ICE COLONY MARK II

Post by Cry of Wolves » 05 May 2018, 23:27

looks cool. Tho it would be it's own gamemode that will require admin intervention alot.

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solidfury7
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Re: ICE COLONY MARK II

Post by solidfury7 » 05 May 2018, 23:33

Sulaco would need a complete reoverhaul, it's literally impossible to use it in its current state due to code.

It's an interesting concept however.
Last edited by solidfury7 on 06 May 2018, 07:19, edited 1 time in total.
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spookydonut
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Re: ICE COLONY MARK II

Post by spookydonut » 06 May 2018, 01:01

This would be ice colony MK3 not MK2

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ghost120
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Re: ICE COLONY MARK II

Post by ghost120 » 06 May 2018, 12:28

Oh boy, what a madman
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Jaketeaking
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Re: ICE COLONY MARK II

Post by Jaketeaking » 09 Jul 2018, 12:13

sulaco isn't in the same sector as the almayer, this would be unlikely, if anything.
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Royal Griffon
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Re: ICE COLONY MARK II

Post by Royal Griffon » 10 Jul 2018, 02:48

Jaketeaking wrote:
09 Jul 2018, 12:13
sulaco isn't in the same sector as the almayer, this would be unlikely, if anything.
What if...
It got hijacked?
Give me a day or two to think and I can write a story or backstory as to why and how and such maybe?
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Konstant
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Re: ICE COLONY MARK II

Post by Konstant » 02 Sep 2018, 09:16

I like this idea with different combat environments.

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Hughgent
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Re: ICE COLONY MARK II

Post by Hughgent » 10 Oct 2018, 20:05

solidfury7 wrote:
05 May 2018, 23:33
Sulaco would need a complete reoverhaul, it's literally impossible to use it in its current state due to code.

It's an interesting concept however.
I'm curious what you mean by this. We don't need it functional (vents, Power) because it's crashed into a mountain. Heck, if there are any missing sprites, just remove them and say they got destroyed in the crash.

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