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Squadron: Star Fighter Extreme
~~~A Wingless Production~~~
Players: 3v3 recommended (2v2 possible; 1v1 possible but not recommended)
Your ship: SF-13 Spectre (Wraith graphic)
Ship Features:
-Missiles (long range combat only; lock based; 50% kill chance)
-Energy charging (all features except missiles and eject require energy)
-2 warp points
-Jump over terrain or exhaust trails (if you don't, you die)
-Eject (you better eject when you die. Being right near your fighter's reactor when it goes critical is seldom pleasant.)
-Antimatter turret (burst fire; close combat only)
-Fusion field (close combat only)
Objective: Capture the flag.
Map Systems:
-50% chance of dodging missiles and moving to close combat
-Building based timing: Jump, eject, respawn.
-Wait based timing with switch array: Anti-camp, anti-turtle.
-Death count timing: Fusion field
-Exhaust trails in close combat mode.
-Building based controls (1/15th of a second build time; if playing with Mac people only, there is a mac based version that improves the building speed to 1/30th of a second, at the cost of cross-platform compatibility): Energy charging, jumping, warping, ejecting, firing antimatter turret, activating fusion field.
-Tank-based aiming system for antimatter turret.
-Anti-turtle: Prevents players from sitting in their base.
-Anti-camp: Prevents players from sitting in the enemy base.
-Mineral readout: Both anti's are kept track of by deathcounts and displayed as minerals. Anti-camp uses a prefix of 10 before the count. If the count reaches 20, well, lets just say it ain't pretty.
-Anti-unallying.
-Anti-hack that bypasses known crash protections and cannot be defeated by turning on the hack after the start of the game.
-Background music and sound effects from the DLDB.
-View lock for flag return (makes flying harder, and decreases your ability to function well in arena mode).
Map philosophies:
-Energy level = high. Attentiveness is a must. You have been warned.
-Aesthetic = "Space Dark".
-Text colors only when necessary.
-Based on the "independent game" principle: the map will never refer to units by their Starcraft names or functions, and features gameplay only loosely resembling Starcraft. This is not an RTS.
-Learning curve based, rather than instantly accessible. Normal version has a slight degree of new player friendliness. Hardcore version does not.
-Some significant references to Squadron! tradition.
-Hardcore version expresses the way the map is supposed to be. Normal mode has a little less energy, but is more accessible. It is not recommended that you play hardcore mode before learning on the normal mode version.
The beta version:
-All map systems have been tested and function correctly. If there is an error, it is due either to an issue with understanding how the system in question is supposed to work, or because the wrong file has been uploaded.
-The map exists as two versions. Host the one you want, since having to choose a game mode in the game is annoying. Here are the differences:
***Hardcore mode features faster anti's.
***Hardcore features a stricter punishment for crashing with your fighter instead of ejecting (simply put: yes, you do exactly that).
-In-game balancing has been briefly tested, but I have so far been unsuccessful in getting 5 other people to test with (and not have any leave within the first half minute of play).
You may like screenshots, but I don't. And that's all there is to it.
Files attached. If you're having problems opening the attachments, use a different browser. Rename the files before using (and don't whine about it).