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mons00n

[SP / MP] TVT16 Cachino Royale

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Cachino Royale

by: Monsoon

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Summary:

On mission start a number of weapon caches will be placed throughout random positions in Chalkeia. Your mission is simple: destroy the majority of them with satchel charges before your opponent. To make things more interesting, optional Hostile AI are defending their position within the town.

Features:

  • Random cache placement via the RCP module.
  • ^markers of varying sizes for each cache - NOT centered on the cache, player must search the entire area.
  • ^markers change colors once a cache is destroyed
  • Scroll wheel menu to check score
  • Each team's FOB is nearly identical, both containing vehicle repair stations and infantry healing.
  • Mobile respawn on MRAP
  • Respawn time increase on each death
  • Quadbikes will return to the FOB after ~5min of being unoccupied
  • Virtual Arsenal gear selection
  • TPWCAS AI Suppression System (when AI is enabled)
  • AI spawned via DAC
  • Random Weather
  • Dynamic player markers
  • Play Coop against the AI!
  • Play TvT!
  • Tested in a SP/MP/Dedicated environment
  • No MODS required!

Customization Options(italics are default):

  • Weather: Clear, Overcast, Rain, Fog, Random
  • Mission time: Morning, Day, Evening, Night
  • Number of Caches: 3,5,7,9,11,13
  • Cache Concentration (how close they are): Close, Normal, Spread
  • Cache Markers: Off, Large, Medium, Small
  • Mission Prep Time (time you are locked into your base to prep): 30s, 2m, 5m, 10m
  • Initial respawn Time: 30s, 1m, 2m, 5m
  • Respawn time increase per death: 30s, 20s, 10s, 0s
  • Allow respawn on MRAP: on, off
  • Hostile AI: None, Light (infantry), Medium (infantry + vehicles), Heavy (infantry + vehicles + armor)

To do:

I have not had a chance to fully test JIP yet.

beta 2 improvements

  • Added ammo crates outside of the portable in each FOB
  • DAC zones are now split up so that they no longer all come running when attacked
  • Added an option to enable hostile AI reinforcements when each cache is blown

beta 3 improvements (Jan 28, 2015)

  • Switched from ASOR to Virtual Arsenal
  • Removed DAC markers
  • Random reinforcements when a cache is blown

Download:

Have fun and enjoy! Any feedback or suggestions are greatly appreciated.

Edited by mons00n
updating links

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UPDATED!

beta 2 improvements

  • Added ammo crates outside of the portable in each FOB
  • DAC zones are now split up so that they no longer all come running when attacked
  • Added an option to enable hostile AI reinforcements when each cache is blown

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Thanks for making this, my squad enjoyed playing this on our server the other night. Are you going making any other maps?

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Thanks for making this, my squad enjoyed playing this on our server the other night. Are you going making any other maps?

I have a mission of this style in the works on Zargabad, which I believe to provide much more even ground for both teams to cover (mostly flat, and larger). But it has an additional component that I haven't had time to fully test yet, but I'll update this post when I release it!

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UPDATED!

beta 3 improvements

  • Switched from ASGOR to Virtual Arsenal
  • Removed DAC markers
  • Reinforcements on cache blown

---------- Post added at 16:21 ---------- Previous post was at 14:28 ----------

Thanks for making this, my squad enjoyed playing this on our server the other night. Are you going making any other maps?

I just shared my MOLE mission here, which is identical to Cachino Royale but on Zargabad with an optional MOLE mechanic. Enjoy!

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