I reported this in the mantis but Krenzo said I have to report this on the forum so I'll report it on the forum. There's also some discussion about this already in the RC 22's topic but not so philosophize as I'm going to paste here from the mantis. Here: I have noticed that BE is winning on this map a lot more than NF, at least when I'm playing on it. I took a look around and noticed that NF has more hard time to get to the flag than BE. Blue arrows indicate weapon fire and double headed red arrows mean the possibility to move from one place to another. http://img266.imageshack.us/img266/2048/districtflagbalancenf1fs6.png When NF is running behind the APC, BE can shoot them quite freely behind cover while NF doesn't have almost any cover even behind the APC if there's a BE guy next to the wall in one of those holes in the wall. Also even you could get in that area which has pilars covering you, those don't give you enough cover. http://img266.imageshack.us/img266/2082/districtflagbalancenf2wq9.png BE can freely shoot at you when you are trying to run to the flag and capture it. http://img205.imageshack.us/img205/8941/districtflagbalancenf3gc4.png Another picture of the situation. http://img266.imageshack.us/img266/5608/districtflagbalancebe4ul4.png When BE is going for the flag, NF doesn't have any other covers there than the boxes next to the flag. They can't go in the same way next to the wall as BE can and shoot from there and still have some cover. Even the tank is closer than APC it just give BE more advantage than advantage for NF because BE can always have scout up in the window to shoot NF down or have even riflemen there and they can still hit you quite well compered to NF end's hideout. http://img266.imageshack.us/img266/5023/districtflagbalancebe5vo4.png NF doesn't have as much cover as BE does when they move forward. Also NF needs to run for the flag little longer than BE. I think this could be fixed if NF would have same kind of holes in the wall too as BE has when they advance to NF's end. It would help a lot because now there isn't enough places to take cover. Also on NF's end you can just sprint around the corner next to the APC and you are on alley. On BE end you need to sprint across the street behind the tank before you are at alley. At that time you have great chance to get shot. I think more imprints in the walls in the BE's end would help nicely. Also moving the flag little bit more to NF's end would be good. Not a lot but just a tiny bit. I think tthere're all or at least almost all necessary things which you need to know. My conclusion is that NF has disadvantage on District's middle flag. PLUS as someone said in the RC 22 topic BE can also snipe from the generator room's second floor next to the tank.
If i moved the NF APC around a bit and rotated it a bit, and add something to the second floor of the generator rooms to prevent sniping, would that balance it?
I like how I'm headshotting someone in 40% of those screenshots Nice analysis though, something does need to be done.
What about the alley on the left side the NF can get to after capping the middle? That's a huge advantage for the NF. If you can get in there, you can flank the BE team and provide a clear path to the flag after the middle. If BE are hiding behind the APC in the building area you pointed out, you can come to the mouth of the alley on the NF side and have a clear shot at all of them.
The BE sniper window is deadly to NF. The NF window basically sucks because you cant get very many guys up there at all. A huge concern too is where you can go up the ladder on BE side into that building. They can snipe there as well. Those places need reworking. The NF last ladder building only faces the street and is further down so you can watch the 2nd flag closest to middle. The BE last flag you actually can shoot at the middle.
i wonder if moving one of the flags to be underground would do any good; it would certainly make things more interesting...
just some more hidey holes in the edges of the street near the tank would be good enough in my opinion
There's an easy solution to this for NF. See a fuckton of BE guys hiding behind a tank? Nadespam. Rifleman nadespam. If you aim it right, guarunteed to clear that area, either by killling, or chasing them out.
First people ask for an increase in view distance, now they complain the Scouts snipe them. I can't change view distance for scouts using scopes, you know.
Add fog there instead. (Just joke. ) But as Private Sandbag said I think "Just some more hidey holes in the edges of the street near the tank would be good enough in my opinion." I think that would balance it a lot and also, Solokiller, as you said about the APC do move it around a little bit and rotate it too. I think then it's just fine balanced. And Avair I know I didn't draw every single line there which could be possibly used but I drew some of them to point out the most important points. And Krenzo normally when you try to get to the alley on the BE's end, there's already bunch of guys hiding there with turrets or something like that and you get killed there most likely. ALSO BE has a LOT shorter way to the alley than NF has so that makes BE defending the alley even easier because they can pump men there almost immediatelly when someone on there dies.
The most obvious thing to improve District is of course to open the roof access. Maybe do it in a limited way so that rooftop sniping is not possible (railing high enough to prevent shooting over it).
Then people new to the mod would complain about it and it would look ugly to be able to walk into an invisible wall that prevents you from seeing what's behind the buildings. It's also a bitch to optimize with visibility, and the level would grow close to 100 mb because of the lightmaps on the roofs.
Ok, maybe "railing" is a wrong term. What do you call those walls they place on roof edges so that people don't fall off? Make them high enough so that turret-climbing isn't possible. I didn't think it would be easy either. 100mb worth of urban fighting goodness
He meant the side facing AWAY from the street: you know, the side that has nothing on it, and thus would be an invisible wall?
Oh, I see what you mean. Nobody to date has complained about running into invisible barriers all around the map on Duststorm, for example, so that wouldn't be any different.
Except it will be, you wouldn't see anything up there besides the skybox, and using the 3D skybox to place buildings there would bloat the map size even more.