Topic: Jedi Temple Assault
This is a work-in-progress map. I am working on modeling the Jedi Temple and its interior.
Additional required coded units/weapons:
Turbolift
LAAT/i Repulsorlift gunship (with only front lasers and side composite lasers)
Proton bombs for Y-wing and TIE Bomber.
"With a massive thunderstorm raging over the Palace district and most of their defense systems offline, the Empire seeks to undermine the imminent Rebel takeover of Coruscant by doing as much damage as possible to valuable records; namely, the contents of the abandoned Jedi Archives, which would prove essential to beginning a new Jedi Order. Gunships carrying stormtroopers have begun moving in on the Jedi Temple as TIE Bombers and TIE fighters poise to offer air support and additional destructive potential. Sensing the Imperial movement towards this end, General Skywalker has dispatched a vanguard of elite Rebel Commandos, backed by Y-wing bombers and T-47 airspeeders, to secure the Jedi Temple and it's valuable contents against Imperial aggression."
The Rebel team has three LAAT-i Gunships, a Y-wing, and two T-47 airspeeders, while the Empire has three LAAT-i Gunships, two TIE fighters, and a TIE Bomber. Both teams are located in the air, some distance from the Jedi Temple. No other vehicle spawns are present on the map, although capturing certain control points will spawn automatic anti-air guns (turbolasers) that fight for your side. The main version of the map has seven control points; one at the top level of each of the four corner spires; and one for each of the bottom, middle, and top levels of the central tower (the Jedi Archives). The 16/32 player version has only one Gunship and bomber per team (no fighters), and in absence of the corner spire control points, two additional points can be captured within the central tower.
The only way that each side can hope to secure control points is to use their transports (which, unlike the full Republic Gunship, have ammo deficincies and only wield the front lasers and side composite laser cannons) to land on external access points to the buildings (landing pads and external walkways). The gunships do not act as spawn points, so in order to maintain an offensive, spawn beacons will need to be deployed by squad leaders. Also, Turbolasers pose a direct threat to gunships, so use of the faction's bomber or fighters to eliminate them will be essential.
To compensate for the immense height of the corner spires, there are multiple pilotable Turbolifts (which can carry up to six people each) that lead from near-entry level to near top level. By capturing these control points, defensive turbolaser batteries will activate on the ground near the archives and fight for the capturing team, attacking enemy fighters and gunships. Recapturing the point alone won't shut them down, they must subsequently be destroyed.
The Jedi Archives lacks turbolifts; use of the many stairways, ramps, outdoor walkways, and landing pads will be necessary in order to traverse the vertical labyrinth. Most of the troop fighting will take place here, the archive control points are worth more than the spire points.
