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Posted
On 7/5/2025 at 11:30 AM, uips said:

If u want players to be able to go around those hangars, could give a little bit more room at red circle. Or if u do not want players going behind those you could move the mountain to green line

9.jpg

Still coming back to those ? Fun to play around them and important part for Allies to get control over the area too. Just the sides are too narrow. Can not move properly or open corners efficiently. Allies side is the worse as u are forced into airtime to get past it. (and opening corner while being in airtime is something u never want to do in this game :D) Axis side little bit better ;) Basically the corner areas of the Hangars get a little bit too tight 

11.jpg

Posted (edited)

Ladder would be ok here to let Allies get up quicker instead of multiple jumps over those grates? This building upper area seems esstial for Allies as well to get control over whole area better (And the  top of middle building)
12.thumb.jpg.d990e809e240ca370a263982f75726f7.jpg

Edited by uips
Posted (edited)

Top of Axis middle building combined with the front wall is op place to shred Allies who run into base like a sheep. From Allies side there is very tiny opening to see the Axis. And from Axis side they can see exactly what they need to see. 

Allies view:
13.thumb.jpg.0bf50e1fd52d70bf79a033ec79f1b89a.jpg

Axis view:

16.jpg

Edited by uips
Posted

I would suggest to get rid of the mid part and from more view from both sides. One side has stairs already. Could add ladder to other side to give accees. Also can move the MG to one side and not actually use the constructible MG, but the one that is repairable. Those are in use in maps like et_beach and battery for example. This way u get rid of crates that can take room and limit area.

14.jpg

Posted (edited)

Again only focusing on Nuclear part since SD is perfect as it is already. Map feels very fast paced similar to erdenberg and lot of fun chaos happening. A lot of sniping happening in the bridge area ;)

in the end game it is possible to have the animations play in the background after match has been won. To eliminate the extra 6 - 7 seconds. 

 

15.jpg

Edited by uips
  • 5 months later...
Posted

new beta available 

 

beta3 updates:

 

1. lower water level in cave + smoother path.
2. added door to block access to command post, can be breached by requesting airplane only (to prevent cp rushing).
3. barrier construction materials removes when truck starts moving.
4. generator construction material triggerbox is extended, allies engineers can contstruct while proning.
5. cp roof is accessible once cp is constructed.
6. more space behind jeep garages in axis base.
7. destroying command post will abort launch countdown.
8. progressive time, starting with 20 minutes and extra 10 minutes after dynamites delivery.
few more things to improve map performance + flow and bug fixes.

  • Like 5
  • 100 3
Posted
2 hours ago, Drempa said:

8. progressive time, starting with 20 minutes and extra 10 minutes after dynamites delivery.

 

oh, finally. imo, 15+15 would be perfect

  • Like 2
  • 5 weeks later...
Posted (edited)

So this map seems to be more suited for the settings of BG#2, especially the spawn timers for allies when they got CP. 
Since at S1 at the end phase allies got a very short time spawn time. This map feels a bit off with the S1 settings. But I do like it , it's a bit different. A few choke points, but nothing more than the normal choke points from the other maps like adler and similar. 
But I think some changes needs to be made to better suit S1 settings.

Edited by MosesIsComingLookBusy
  • Thanks 1
Posted (edited)
8 hours ago, MosesIsComingLookBusy said:

So this map seems to be more suited for the settings of BG#2, especially the spawn timers for allies when they got CP. 
Since at S1 at the end phase allies got a very short time spawn time. This map feels a bit off with the S1 settings. But I do like it , it's a bit different. A few choke points, but nothing more than the normal choke points from the other maps like adler and similar. 
But I think some changes needs to be made to better suit S1 settings.

spawntimes are set by server and not by me i just added random spawntimes in mapscript. any guy with access to mapscripts can edit and change spawntimes.

wm_axis_respawntime 8 //original 30
wm_allied_respawntime 6 //original 20 

 

and indeed i always test my maps with beg2 settings - mainly with doublejump 😄 

Edited by Drempa
  • Like 2
Posted

@Drempa Got some suggestions if you don't mind. I personally feel like the map favors allies a little too heavily

 

- Since you tested it with double jump, on servers that don't have double jump or long spawn times, the truck can make it pretty far without the option of axis doing damage.  My recommendation is the axis second spawn is the forward post next to the water (by a CP) and move the barrier up to right after the truck crosses the bridge.  Once the truck moves past the barrier, the axis default spawn goes back to the final spawn as it is now.  If you do this, I suggest moving the truck barrier up some close to the axis base maybe halfway between where it is and the bridge area shown in the screen shot above


 OR


My recommendation is move the CP to the bunker next to the water.  Make is a CP based spawn point for the Allies and Axis (depends on who has it) and remove the CP from the bunker next to the barrier.  Add a second barrier at the bridge on top of moving the current barrier half way between where it is now and the bridge / bunker thingy

 

- The final pathway from the allies CP to the Nuclear Launch gives allies way to much access to cover it.  Again without a double jump or speed boost, most of axis cant even make it to the controls with the long spawn times.  Might be worth while to either rotate the nuclear launch device to the right of the bridge/tunnel like above near the side entrance or give axis a constructable object like a way to provide cover (damageable by dyno for the first few times then by covert like on battery SW) or like a open / closeable door on the final bunker that can be repaired, something for cover

 

- The secondary path way you added next to the axis original spawn, give the axis engineer to build a door or something to block the path (destroyable by covie or dyno of course)

 

- Make a hole / walkway out from where they open the door controls to make is easier for both teams to repurpose where there forces are.  Cant get back in that way once you jump down tho

 

- Might suggest moving the truck out right from the garage door and make it a little bit outside and go back to opening both garage doors when they are open.  This will allow for a bit of a better defense option for axis

 

- Make the truck damageable by bullets like in FA Bremen 

 

- But a fireable arty gun like on venice on top of the first bunker for axis to use if not the secondary truck barrier 

 

- Open a path from the train cars to the same hallway where the dyno gets delivered, small but accessible :)

 

If you would like to hope on a server to get a better idea of what I mean let me know.  I think these adjustments might make it better for single jump configurations / long spawn times

 

 

  • Like 1
Posted

OH! forgot the mention.  Should start a poll to give the truck a custom name 

  • Like 1

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