- Aug 16, 2009
- 162
- 56
You're using a 256 units high wall philosphy which needs to be braught down to 192 in accessible areas for optimal gameplay experiences. The result was long and winding stairs that took up entire rooms which were also horrible to climb, along with excessive platform heights that overpowered soldiers, demo's and snipers and also caused fights to occur at unnaturally long distances.
The intel courtyard needs to be split up, even in 2 if you can. It's too big and the far right "hut" is a very powerful sentry position. I managed to get some very nice flanks on it, but spawning players just came and killed me, usually before i could deal a killing blow. If it did go down, it would be back up by the time i spawned or made my way back across the map.
The central courtyard is kinda fun, i would have said remove the mound in the very middle, bring down the platforms to a more reasonable height and make them smaller so that they resemble a battlements.
My fps was generally horrible in this map, is it optimised? Because it didn't feel that way.
summary of to do:
- make intelligence courtyard smaller and/or cut it into 2 areas (which would prevent spawned players jumping immediately onto the intel)
- central courtyard is good size, but reduce the height of platoforms on the sides.
- remove the hill in the middle but provide cover in the form of props.
Popular sniper spot.
You might consider not letting players flank immediately across from either far flank and cut off the sniper line in the process. It's pretty difficult to defend from any area that's not the huge intelligence courtyard or the middle. It wasn't so much tactical decision making involved in assaulting a base but testing one flank for weaknesses and then moving on to the other 2 consecutively until you found the flank not defended properly. Which might sound fun/workable but plays worse than it sounds simply because it's just one giant wall with 2 exits and a platform.
It's also not entirely clear where the capture area was, i braught the flag back and only happened to rocket jump right into the intel carraige thing, otherwise i might have been wondering around for a seperate cap area for a while. It needs to be more obvious that the carraige is also the cap area (hazard strips and the capture zone decals are good enough hints).
Yeah, I'll probably bring down the upper area.
Just curious, when you suggest splitting the courtyard into 2, do you mean horizontally, vertically, or in some other way? Just adding a wall or something so spawning players have farther to go to reach the intel? Also the hut, maybe it is a little more powerful than I thought it was originally, but aren't sentries generally supposed to be too difficult for a single player to take out? If you were having trouble taking it out alone, shouldn't you have gotten some more teammates to help you push?
Thanks for your suggestions on the center area. Just curious, why do you suggest removing the hill? I remember a sentry going up there right near the end, but otherwise I don't remember it being too much of a problem. Maybe I just didn't notice something.
Also I'm not entirely sure I understand what you mean about the sniper/flanking issue? You mean cutting off the two upper paths into the base, correct? If so, it's an interesting idea I hadn't thought of before. After thinking about it a bit, wouldn't it create even bigger chokepoints in the rooms, since only one sentry could cover pretty much everything. Although I suppose a correctly placed one already could now, but would probably be taken down quickly. It would also make the upper decks inside pretty much only there for defense, which probably wouldn't be a bad thing.
Sorry for all the questions, just making sure I know what you're suggesting and where you're coming from.