I like the old one, but I almost want to say it needs canopies for the refs. Just to prevent cheese. Even if the canopies are breakable but have significant health and can be maintained by an engi or two, it would be worlds better than arty that can take down 4 refs at once.
Or just spread the damn refs out. I've never understand why 80% of your refs have to be in only two spots. The main bases are big. There's no need to clump them up like that.
Terminator's map is the one that introduces the two 'middle-facing' 2x refs on each side - refs that you need that can easily be shot from the middle, making it so you have to fight for middle. Your other main refs are simply spread evenly along the back wall. It's a good map (well, for one named emp_money). I got a little upset when it was removed from Viper for Trickster's version, and was one of the ones complaining for 'old money' back - except I didn't realize that other people actually wanted seriously old money back and we ended up with the original version as money_cl. ... Unless I'm mistaken and there are actually 4 versions of money out there? PS: Sorry Trickster I just hate those god-freaking-dang bridge rooftops.
There are a lot of versions of "old money" out there. Like the version without the middle bridge connecting north and south.
Let me be the first to say that I enjoyed that horribly optimized map money bridge. It lagged horribly but the layout was nice.
I suppose I'm one of the few, if any, that actually like new money with infantry on top of bridges. Really for one reason, there's infantry combat on that money. Tank fights are terribly boring on money, so I like spending my entire time goofing off on the bridges as any class really.
That's kind of the reason infantry have upper access - to make Artillery very easy to rocket snipe. I never really liked the idea of artificially blocking artillery, and trying to magically change gameplay so they aren't viable is futile, so I felt that the best solution would be to make them easy to kill. I'd like to think that worked at the very least, even if there are other issues. As for mid, idk, maybe the spawn wasn't 100% necessary in mid, but I felt it could be useful for teams trying to regain access to mid, rather than holding onto mid with it, as you can build raxes there anyway. I guess it doesn't always play out like that but I don't really agree with the idea that mid is the be-all and end-all of the map, it's not that important.
I don't know it's fine and all, but you still don't need 4 refs in the same spot with no chance to keep them running nearly as fast as they can be destroyed.
If you can change the roof access from ladders to stairs(base side, not middle side), that'd be really great. Ladders are just too easy to defend. The roof is mostly used to bombard enemy base.
god this thread is long. How about we just setup one server for each map and let the players decide which they want to play on. Pro's - it will populate the server browser so we will get more new players (if you build it, they will come) Con's - none whatsoever
IMPORTANT SHIT I decided to help out in clearing this all up, so i had a ton of people who are in Empires vote in this poll. if you havent voted yet, you can, or you can just view the stats so far. here you go http://strawpoli.me/Escortvote i think that is pretty conclusive.