Heres an idea for how you might change the setup: This makes it harder to pin a team down in their base, before you could just fortify the north and south chokepoints and lock it down, now the battles will be contained in the long east and west routes, and if you are losing on refineries you can focus on taking the middle. Now the team that wins the initial battles will not have total map control. ALso I suggest you have prebuilt refs, it makes it impossible for a noob to get voted in/steal the cv at game start and waste all your initial money on armories and walls, leaving you with no income and no option but to recycle your only barracks for money.
I absolutely love this map. Its pretty, and boasts good gameplay. Good job. Any chance you could release some of your textures?
I played it yesterday and it plays well better then some official maps. I was nf comm and pinned down be on their side, they had 2 refs and we had the rest. Need to play it some more times tho to see if its too easy to pin down a team.
the map is good overall but i think it needs some stuff in the chokepoints, theres only few bushes and that bunker, not really much.
I think this map is ok, but a little bland because you're mostly staring at cliff walls, and it feels like a bunch of s-bends. I like that the s-bends are relatively wide so there is some maneuver. I like the forested areas especially in central north, and I think the map would be a little nicer with larger forests, to the extent that it didn't hamper secondary base-building. Also I'd like the option to climb on at least part of the central plateaus, maybe through a buildable stair. And then of course, make the plateaus not so generic flat, but add displacements, cliff caves, etc... The bunker model in the center is nice, and would also make a good base part for a multi-story buildable. I hope it shows up in more maps. Aesthetically, I like the beach. I think the map would make a good start for a separate map of an amphibious assault similar to the beaches at WW2 D-Day. Though obviously the plateaus would face the beach and have multiple steps.
Alright, beta 3 is released. There haven't been any new posts here for a while so I'm assuming there haven't been any major issues that have been discovered. Beta 3 Changes: -Used hint brushes to significantly improve fps -Fixed some more displacement seams -Added two sets of turrets on each side to reduce slippery-slope There are now 4 turrets on each sides' north and south chokepoints, a mg and ml. The should reduce one team's ability to quickly steamroll over the other, though they're just turrets and shouldn't have too much of an effect overall. Though if they are problematic I can remove them for they next version if they don't work out. PLEASE post any feedback that you have, as it isn't very often that I get to test it and I need to know if there are any serious issues that people have with it. Beta 3 Download Links: http://www.fpsbanana.com/maps/76348 http://files.filefront.com/emp+coast+b3rar/;13043722;/fileinfo.html
The coast area and the north are interesting to play, the rest needs some diversity or its just a long canyon
Mayama has that right, maybe widen it out, add a few more buildings, maybe some paths (see emp_duststorm in the north west) up the side of the canyon walls. It would do a world of improvement and make it so much more interesting.
This map moves very quickly, and is difficult to com. Not saying good or bad on that point. Unfortunately, I've never had the chance to just play the map as infantry with a good com as of yet. So far the best strategy Ive found is to get some riflemen with a jeep and rush into the enemy base, toss stickies at their barracks, then drive out if you are still alive. Most likely the stickies will kill the barracks and you can rinse and repeat.