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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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Posted (edited)

imo Nuclear Delivery could easily be separate map from Special Delivery. It has enough content to be standalone map and it is always easier to keep smaller maps balanced. If u want to play the SD you could just play that map. Jump straight into new content of Nuclear Delivery without having to play the SD part to get there. 

Map is fun indeed but has quite many choke points (That might vary on server settings and amount of players)

1.jpg

First tunnel is quite long. More than 10 secs of just running of Allies. That whole part could be skipped and it opens up from truck part directly to the bridge area. 

 

2.jpg

I see the ND part working well as 2 stages with capturable flag bunker in middle. (That gets secured at some point when Allies advance more)

 

 

3.jpg

Circles 1, 2 and 3 seem to be choke points and can get hard to pass. So maybe additional tunnel near 1 (Middle bunker) so Allies have more than one way to go. (Else Axis just need to spam 1 way to stop Allies) Just made a quick possible concept on image

 

2 is another hard part to pass for Allies because it opens up to quite big open Area where Axis could be anywhere shooting. Similar case with 3. I The green box is a concept of some kind of wall or blockage to prevent Axis seeing both ways all the time. That might make Axis think more which way to defend than camp both entrances at the same time.

Edited by uips
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Posted (edited)

4.jpg

Water Level in tunnel should be lowered more. Right now if u crouch in that water u enter swimming and that affects shooting poorly. Lowering Water level more will fix this.

 

5.jpg

This bush prevents Allies from using one side of the entrance effectively as it prevents seeing enemy correctly

Edited by uips
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Posted (edited)

6.jpg

Could lower this wall more so crouch shooting from here can be effective

 

7.jpg

Also lowering those upper walls more will Make it easier for Allies to shoot Axis up here (Right now u can barely see head)

Edited by uips
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Posted (edited)

thanks for your feedback @uips

almost everything u said about is already on my mind for the final version of this map.

to be honest , before making this map i couldnt really make a map from scratch so i needed special delivery base pk3. thus i had to somehow make my edition of the map as a next stage :)

i wouldnt agree with capturable spawn flag in the bunker because its really close to the command post so it would be useless and/or make it so easy for the attackers to reach the command post when flag is captured.

7 hours ago, uips said:

3.jpg

those chokepoints are bad indeed, i like the idea of the green wall/blockage suggested here. 

the route/tunnel you suggested there with the yellow line is definitely needed.

 

and by the way, i wouldnt like to play this map on non-doublejump servers :( 


atm like i said to shoresy, i am working on a map from scratch thats all originally by me.

just had to learn few more stuff to take this big step 😄 

 

appreciated :) 

 

Edited by Drempa
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