i would add an alternative, direct route to the middle flag from each base island, possibly infantry only? as is now, tanks are gonna stand on one island and shell the other island where the enemy tanks will be doing the same without anyone getting close to eachother (kinda boring after an hour)
I don't think having the 3x flag in the centre is a good idea. It means whoever gets past the centre is going to steamroll. What I'd suggest is removing the centres cap entirely (or simply make it a spawn point, no res) And making the refs at either end of the bridge 2x. That way the centre is an advantage, but you don't get a massive advantage if you hold it.
only on small population, on a server over whatever it is 30 peeps it will be equivalent to 1 ref on canyon.
It takes one person 5s to make it neutral, and 15s and claim it. The idea is that it's easily lost from ninja's. Whether it'll work or not will be decided in a test though >.> However I do very much like the spawn point idea~
what about increasing the value of the main bases a little, and lowering the middle gain basically that you have 1 ref more as the enemy is an advantage that wins games that the middle makes for asymmetrical division amount the teams on ref points (sorry bad english) is enough to make people want it BAD for example, i suggest making the refs [NF base] |3x| -- |2x|-- |1x| -- |2x| -- |1x| -- |2x| -- |3x| [BE base] green is middle island cap adding a spawn point seems kinda neat, but what about making it enable a spawn 1 island back to your main? because a cap flag where people can ACTUALLY spawn ends up in ether being a ticket bleed or an untakeable fortress because as soon as you killed everyone they spawn again just giving advice, its your map of course and i will enjoy testing it if you invite me *hint hint*
And I will certainly invite you to test it.... Just as soon as I work out how to set up a dedicated server... I know I could ask somone else to do it but the time and fact I'm relying on somone else seems just too.... hard. Besides it'll be convinient in the future if I decide to map more~ As for the map, I see what your trying to say Blizzerd but for the moment I think I'll test it as-is and change it if this way doesn't work out well.
You can't do that unless you make it very thick, which will make the map infinitely more ugly than a bit of popping will. You can add small amounts of fog to a map to desaturate the background, but it should never be more than a slight overlay. There is a console command I think that clamps the max thickness but I can't remember what it is and concommands in maps are a bit dodgy. If you want to hide popping you should design the map so there are no wide open areas big enough for it to show, in so doing you also allow better optimisation (currently you can't optimise anything on that map) and you create a structure (which you currently are also very limited by the lack of). Avoid making corridors (so no bridges unless the bridge is wide enough to build a base on) and focus on arena based fighting, where you have a series of 'rooms' (although in truth these can be any sort of enclosed area) connected by 'doors' (which can be gaps in cliffs or short tunnels or whatever) rather than single long paths not wide enough to allow flanking or two separate engagements at the same length along the path but at different widths.
Yes I realised that about the fog earlier, hence why I reduced it drastically to try to add effect (and hide the horizon, which worked more or less....). I gave up trying to hide the popping simply because of the nature of the map, just as you mentioned~ The arena for vehicle combat was deliberately map to be like a 'corridor' with obvious 'base points' along the way, however the nature of infantry allow them to approach the situation via any method desired. At any rate I made this map with 3 specific rooms (2 islands, 1 center) with cross-fire from one into another being much harder than originally thought (which is good I spose). Sorry if my answer doesn't make sense or sounds arrogant or what-not, I'm almost ready to fall asleep at the keyboard here............ LATE NIGHTS DO NOT BODE WELL WITH MYSELF! PS: I've pretty much got the server set up.... I'll talk to Love-Story tomorrow and he can invite people I suppose.........
Argh bugger the server.... bastard won't work for me -.- I'll just post everything on the 'front page' and hope somone uploads it for a test..... >.>
This map has a lot of massive problems. 800 tickets for a linear progression map like this is quite excessive. There's only one path from one base to the other. Swimming is not a fun gameplay mechanic. Turtlefest. Arty. RAGEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
I'm well aware of those problems and several others don't worry~ I'm slowly fixing them.... At the moment I'm stuck trying to make a tunnel through a displacment..... I don't think it's possible? At any rate, Underwater bases and button activated silo doors rejoice! (I'm moving the center flag underwater, and splitting it into two.... heh....)
Monkey... as long as there are underwater tubes that are clear and we can see jaws swimming by once in a while.
ofc you can make tunnels in displacements but, like some official maps did too (slaughtered and escort at certain points for example) you totaly ignored a basic map design rule - ALLWAYS provide at least 2 routes to each combat area or you create impassable chokepoints.