- Dec 16, 2008
- 818
- 246
ok so quicky question here.
it's been bothering me for a bit, but i don't really have any elegant solutions for this. so i wanted to bounce this at peeps and hear what they think.
alright, with underhanded, there's this drop down entrance into a short corridor on the side of each base. the problem with this is that well it means that people can simply just set up a tele exit and sentry down there and pretty much have a very hard to take out position. that teleporter lets the team pretty much ignore the middle of the map.
(note: when i say left or right side of the base i'm referring to the base from the point of view of someone running out of that base's spawn room)
1: now i could connect up this path to the rocket room (middle room), but the problem with that is that it means that there's now a path that's basically a dead-end for most classes (since only rocket/demo jumping can get out of the dropdown at the end).
2: the other thing i considered was to also extend the corridor to have a walk-in exit/entrance in the middle (between the elevator columns, where the small medkits are currently). this would deal with the dead-end issue that the 1st idea would create. the problem with this though is that it means there's an even longer straight corridor (more power to sentrys), and having an entrance there means people can circumvent the rocket room (which i still would like to be a focal point).
3: then there's the next option: complete removal of this path. this has the advantage of shifting the flow back to the rocket room, and removing the strong sentry/teleporter beach head. the problem with this though is that, well it means there's only 3 entrances (and 4 exits cos of the one way path). - this could lead to the main entrance (ground floor, with the large staircase) becoming unassailable as a result, since sentrys will likely be rife, which leaves the upper floor. one of the upper floor entrances (the one that leads to the out-of-order elevator door) is only reachable by scout/demo/soldy, whilst the other one requires players to run along the top middle walkway of the centre (exposed), and then through the sniper point. - that's not a very good situation for non-soldy/demo/scout players. - i could pile up some barrels/crates/etc to let people jump up the left side (where the drop down currently is), so they can get up to the sniper point path without running the map, but i think that'd slow flow down too much as it'd turn into the primary route.
4: the other idea i've had is to tweak things up like this: make the 1-way path a 2way path, but make it connect to the rocket room instead of to the rightside platform room. furthermore, i'll retain the dropdown path, but similarly, have it connect to the rocket room, though i'll probably also keep the access to the platform of the leftside platform room. this'll mean the focus is still on the rocket room, but now it'll be coming from 3 different faces (so a sentry on the second floor no longer locks down the ground floor as effectively). the downsides however are 2fold: there's still the issue of the dropdown path being an effective deadend for it's own team, and that players attacking along the ground floor on the outside will mostly gravitate towards using the side path that is now accessible as an entrance, as it will be encountered before the main entrance.
in regards to 4, i have considered the following additions that may help:
a: the walkways are currently such that there are only two staircases upfrom the mid level walkways to the top (in opposite corners), so i'd put another two in the other corners.
b: accept that getting people to use the staircase exit as the primary entrance will be impossible, and embrace this. thus -> the drop-down path will require an extension beyond the drop down room, which will have to lead to an exit (most likely at the point where the small medkit is, as mentioned above). - also connect it to the rocket room.
c: a possible underground connection between the two side routes, with a possible additional exit in the centre of the map, beneath the large rock formation. - though perhaps this is a lil too much, as that could lead to far too many entrances, and a lot of tight corridors (corridors are generally bad news for all classes)
it's been bothering me for a bit, but i don't really have any elegant solutions for this. so i wanted to bounce this at peeps and hear what they think.
alright, with underhanded, there's this drop down entrance into a short corridor on the side of each base. the problem with this is that well it means that people can simply just set up a tele exit and sentry down there and pretty much have a very hard to take out position. that teleporter lets the team pretty much ignore the middle of the map.
(note: when i say left or right side of the base i'm referring to the base from the point of view of someone running out of that base's spawn room)
1: now i could connect up this path to the rocket room (middle room), but the problem with that is that it means that there's now a path that's basically a dead-end for most classes (since only rocket/demo jumping can get out of the dropdown at the end).
2: the other thing i considered was to also extend the corridor to have a walk-in exit/entrance in the middle (between the elevator columns, where the small medkits are currently). this would deal with the dead-end issue that the 1st idea would create. the problem with this though is that it means there's an even longer straight corridor (more power to sentrys), and having an entrance there means people can circumvent the rocket room (which i still would like to be a focal point).
3: then there's the next option: complete removal of this path. this has the advantage of shifting the flow back to the rocket room, and removing the strong sentry/teleporter beach head. the problem with this though is that, well it means there's only 3 entrances (and 4 exits cos of the one way path). - this could lead to the main entrance (ground floor, with the large staircase) becoming unassailable as a result, since sentrys will likely be rife, which leaves the upper floor. one of the upper floor entrances (the one that leads to the out-of-order elevator door) is only reachable by scout/demo/soldy, whilst the other one requires players to run along the top middle walkway of the centre (exposed), and then through the sniper point. - that's not a very good situation for non-soldy/demo/scout players. - i could pile up some barrels/crates/etc to let people jump up the left side (where the drop down currently is), so they can get up to the sniper point path without running the map, but i think that'd slow flow down too much as it'd turn into the primary route.
4: the other idea i've had is to tweak things up like this: make the 1-way path a 2way path, but make it connect to the rocket room instead of to the rightside platform room. furthermore, i'll retain the dropdown path, but similarly, have it connect to the rocket room, though i'll probably also keep the access to the platform of the leftside platform room. this'll mean the focus is still on the rocket room, but now it'll be coming from 3 different faces (so a sentry on the second floor no longer locks down the ground floor as effectively). the downsides however are 2fold: there's still the issue of the dropdown path being an effective deadend for it's own team, and that players attacking along the ground floor on the outside will mostly gravitate towards using the side path that is now accessible as an entrance, as it will be encountered before the main entrance.
in regards to 4, i have considered the following additions that may help:
a: the walkways are currently such that there are only two staircases upfrom the mid level walkways to the top (in opposite corners), so i'd put another two in the other corners.
b: accept that getting people to use the staircase exit as the primary entrance will be impossible, and embrace this. thus -> the drop-down path will require an extension beyond the drop down room, which will have to lead to an exit (most likely at the point where the small medkit is, as mentioned above). - also connect it to the rocket room.
c: a possible underground connection between the two side routes, with a possible additional exit in the centre of the map, beneath the large rock formation. - though perhaps this is a lil too much, as that could lead to far too many entrances, and a lot of tight corridors (corridors are generally bad news for all classes)