- Sep 10, 2016
- 602
- 465
Snail - My quest to make "SD but good" continues.
A traditional SD map, featuring a control point instead of an elevator.
The control point is below the Australium, with the intention of it being easy to rotate from the Australium to the point, but harder to go back, and also with the intention of making the point a less desirable place to be, so people don't camp it as is common in SD.
Ideally, players should individually decide whether to pressure the Australium or the point, and can easily rotate in emergency situations where they're about to lose.
Also, if nobody manages to cap in 6 minutes, the round stalemates. Well, it's more like 5 minutes and 10 seconds, since the round doesn't start until 5 seconds after the timer does, and the Australium stays locked for 45 seconds after that, giving teams an opportunity to not immediately lose the round even if they immediately lose the Australium and/or the point, because they can fortify wherever the enemy is weakest.
A traditional SD map, featuring a control point instead of an elevator.
The control point is below the Australium, with the intention of it being easy to rotate from the Australium to the point, but harder to go back, and also with the intention of making the point a less desirable place to be, so people don't camp it as is common in SD.
Ideally, players should individually decide whether to pressure the Australium or the point, and can easily rotate in emergency situations where they're about to lose.
Also, if nobody manages to cap in 6 minutes, the round stalemates. Well, it's more like 5 minutes and 10 seconds, since the round doesn't start until 5 seconds after the timer does, and the Australium stays locked for 45 seconds after that, giving teams an opportunity to not immediately lose the round even if they immediately lose the Australium and/or the point, because they can fortify wherever the enemy is weakest.