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Posted

Two thoughts for all of you (but mostly Drempa 😃) as I've played the map a handful of times...

 

Could be worth investigating if we can change the Allied CP to a Neutral CP (NOT a forward spawn for Axis, I think that would be too broken) but not sure if that is compatible with the map build. It would give Axis incentive to "hold" that area a little bit more, and push up people who want to stay behind.

 

30 mins seems a bit long, but may be I'm soooo used to Special Delivery's 15. Likely fine with all the different ways you can play the map, but maybe 25 min would be good too? Don't want to short the Allies the time they need, though. Just a thought that popped in my head today.

 

Great map; love playing it when it comes in rotation. Woo!

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Posted
5 hours ago, SeNNy said:

Two thoughts for all of you (but mostly Drempa 😃) as I've played the map a handful of times...

 

Could be worth investigating if we can change the Allied CP to a Neutral CP (NOT a forward spawn for Axis, I think that would be too broken) but not sure if that is compatible with the map build. It would give Axis incentive to "hold" that area a little bit more, and push up people who want to stay behind.

 

30 mins seems a bit long, but may be I'm soooo used to Special Delivery's 15. Likely fine with all the different ways you can play the map, but maybe 25 min would be good too? Don't want to short the Allies the time they need, though. Just a thought that popped in my head today.

 

Great map; love playing it when it comes in rotation. Woo!

i can make the command post neutral but then i would be afraid of bottleneck since allies dont have other way to get to that command post. like for example lets imagine that the truck has reached the final path and allies are fighting for the launch then suddenly covert ops get command post which means allies will spawn back at the beginning (where truck starts). 

and about the time, for the next release which hopefully will be the final one im going to make the time progressive, 15 minutes starting the map then additional 15 minutes after allies deliver both dynamites. 

thank you for your feedback 😄 

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  • 4 weeks later...
Posted

I didn't read all of the above, it seems it kind of mentions what I am about to mention lol but I am gonna anyway so Drempa can make sure its heard better 😄 

 

So when dyno to the truck is captured. You should make it so spawns don't change but rather it just opens the doors. From that point somewhere in here, maybe even where this SS is, stick a flag. This flag could bring allies spawn forward a bit. In addition add +5min to map timer. 

 

image.thumb.png.5748e17019f7baf10dd29d9d5b71372b.png

 

Doing this you could put Axis new spawn here in this building next to the tank barrier. However, putting a CP for Allies in the building right under the SS here. The CP could provide another forward spawn for Allies.

By Allies building CP this could push Axis spawn to the back far spawn (where it is now) and adding another 5+min when barrier is blown. 

 

image.thumb.png.443907e0e2430b233f935139f6ef07d5.png

 

So basically, map starts as normal as we all know originally. Just instead of that far run from the garage doors Allies now can run from the building in front once flag is capped, and then another point once CP is capped. 

This also gives Axis a few more options along the way too. 

 

I do like this map a lot, it has some chokepoints that are not fun but overall it is enjoyable. Much more suitable on servers that are equipped with double jump though for sure. 

 

My ideas in particular would be more beneficial to servers that have no double jump. That run as an Allies just to go die by the barrier gets old fast xD 

 

I would also even suggest hiring the Cartel and let them dig up a tunnel that gives Allies an alternative route to attack barrier. Possibly a tunnel that dips from the left in the last SS and wraps around and leads out right behind the barrier by that tree? This way when Allies get CP they can run straight out to chaos or attempt a sneak approach through tunnel. 

 

Just some thoughts I have gathered from myself and others playing this map on S1 and also on a few other servers outside of FA (by the way congrats @Drempa getting this map spread out! I have played this map on almost all other regularly populated servers) 

 

Oh, and in addition. Make the starting time 15 minutes lol. This is why I mentioned +5min bonus ref's. 😄 

 

 

 

 

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Posted
7 hours ago, Shoresy said:

I didn't read all of the above, it seems it kind of mentions what I am about to mention lol but I am gonna anyway so Drempa can make sure its heard better 😄 

 

So when dyno to the truck is captured. You should make it so spawns don't change but rather it just opens the doors. From that point somewhere in here, maybe even where this SS is, stick a flag. This flag could bring allies spawn forward a bit. In addition add +5min to map timer. 

 

image.thumb.png.5748e17019f7baf10dd29d9d5b71372b.png

 

Doing this you could put Axis new spawn here in this building next to the tank barrier. However, putting a CP for Allies in the building right under the SS here. The CP could provide another forward spawn for Allies.

By Allies building CP this could push Axis spawn to the back far spawn (where it is now) and adding another 5+min when barrier is blown. 

 

image.thumb.png.443907e0e2430b233f935139f6ef07d5.png

 

So basically, map starts as normal as we all know originally. Just instead of that far run from the garage doors Allies now can run from the building in front once flag is capped, and then another point once CP is capped. 

This also gives Axis a few more options along the way too. 

 

I do like this map a lot, it has some chokepoints that are not fun but overall it is enjoyable. Much more suitable on servers that are equipped with double jump though for sure. 

 

My ideas in particular would be more beneficial to servers that have no double jump. That run as an Allies just to go die by the barrier gets old fast xD 

 

I would also even suggest hiring the Cartel and let them dig up a tunnel that gives Allies an alternative route to attack barrier. Possibly a tunnel that dips from the left in the last SS and wraps around and leads out right behind the barrier by that tree? This way when Allies get CP they can run straight out to chaos or attempt a sneak approach through tunnel. 

 

Just some thoughts I have gathered from myself and others playing this map on S1 and also on a few other servers outside of FA (by the way congrats @Drempa getting this map spread out! I have played this map on almost all other regularly populated servers) 

 

Oh, and in addition. Make the starting time 15 minutes lol. This is why I mentioned +5min bonus ref's. 😄 

 

 

 

 

i agree about the additional route/tunnel for the truck barrier, sounds good.

final version will be released real soon - after im done with the new map im working on. expect something big 😄

thanks for the feedback shoresy, prepare urself for testing the final version when its done with the new tunnel 😄 

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