drunkie
L1: Registered
- Jul 21, 2008
- 39
- 10
I really enjoyed myself on this map, the game play idea behind it is very solid. Few things that you might wanna tweek.
Shorten the cap times of A and B.
- When pushed back into your HQ to defend, because of the short cap time of HQ you cannot get a good amount of people out to recap A or B. Dedicating to many people to the recap leaves your HQ way under defended. I would suggest shortening these cap times (maybe shorter if HQ is unlocked then when it's locked?). If a scout / spy can sneak out for a backcap that would force the opposing team to get there faster, this would make the team defending the HQ to be able to push on them a bit and relock their HQ.
More routes and interesting layouts between A and B.
- I found the lone canal of a connector to be a bit boring. If you where to expand on the gameplay around that connector area (adding buildings, routes, height variance etc) I think this is where the fights on the map could really shine.
Sentry spots at the HQ.
- To me there where too many hardcore sentry spots. The amount of corners with depth in them made it so that one uber couldn't win the game. I think I saw 4 spots which where real strong sentry positions that caused a lot of the lag in action when fighting for the HQ. I believe that one uber should have the opportunity to win a game, and I really find it a bit to hard to cap HQ with only one uber; thats a personal design theory tho - others might now agree.
Just some things i thought about when playing, really enjoyed the map tho.
Shorten the cap times of A and B.
- When pushed back into your HQ to defend, because of the short cap time of HQ you cannot get a good amount of people out to recap A or B. Dedicating to many people to the recap leaves your HQ way under defended. I would suggest shortening these cap times (maybe shorter if HQ is unlocked then when it's locked?). If a scout / spy can sneak out for a backcap that would force the opposing team to get there faster, this would make the team defending the HQ to be able to push on them a bit and relock their HQ.
More routes and interesting layouts between A and B.
- I found the lone canal of a connector to be a bit boring. If you where to expand on the gameplay around that connector area (adding buildings, routes, height variance etc) I think this is where the fights on the map could really shine.
Sentry spots at the HQ.
- To me there where too many hardcore sentry spots. The amount of corners with depth in them made it so that one uber couldn't win the game. I think I saw 4 spots which where real strong sentry positions that caused a lot of the lag in action when fighting for the HQ. I believe that one uber should have the opportunity to win a game, and I really find it a bit to hard to cap HQ with only one uber; thats a personal design theory tho - others might now agree.
Just some things i thought about when playing, really enjoyed the map tho.