There are often endless stalemates on emp_district where finally the team with still having tickets wins. Explosive grenades where removed but now people are using smoke and concussion grenades, which are making gameplay even worse. So I posted some ideas to improve district in this thread: http://forums.empiresmod.com/showpost.php?p=235210&postcount=39 But maybe the best way would be a complete redesign of district. So you won't have up to 64 players fighting at one place. You have to split up your team to several locations. Rushing will be more possible. Also you need a little bit more strategy (alpha fall back from the west, they are rushing in the east). The tunnels can be removed, because people don't like them and you can easily counter them with some mines at the entries. Because I have no idea about making maps I'm searching for someone, who want's to do the redesign. Maybe he has to ask the original creator (Solokiller?) for permission. And this new layout is just a suggestion. Feel free to change it. My main intention is just to have more then one main path. And of course flags should be splitted to all paths.
the nf base has a covered approach (the path to the old main base) that can be taken very sneakingly the BE base only has long reasonably low on cover passages conclusion: the idea would be nice (a "larger" version of district, possibly even the same map but changes depending on how many players in the server?) but atm your layout favours BE on several chokepoints (ether being closer, or with more cover on the spots that matter for BE)
blue are streets, red are secret passages, yellow dots are flags yellow lines are flag connections, and the purple is most likely path
I think with the red secret passages it will be to difficult to hold the flags. The map should also be playable with 8 vs 8 players. So I would only keep secret passages, if they are no shortcuts from one flag to another. My main intention was just to split up the action into two places.
that map goes from the impression that IF more then 16 or so players are in the server, the passages that are new open up (the map "scales" bigger to prevent endless ties)
I like the idea. I'd say keep most of the groundlevel passages (alleys etc), and don't use sewers anymore.
I like blizzards slight changes best but some of the red shortcuts might make it a bit too hard to hold ground.
If you're going for that many routes, you might as well consider using randomly selected passages, to prevent people from creating a tactic that always works.
3rd!!!!! Also have collapsed areas in the passages that be randomly selected at the beginning of an round, so 3 or 4 passages would be blocked off.
Duke is but Solokiller did a lot so he is a coauthor. Asking Duke can't hurt (even though he might be hard to reach). Map authors (especially Grizzly) don't like to see other people changing their map without permission. We don't want it to happen. Maps like escort or district are exceptions (they're pretty much broken in current form) so getting a permission from a mapper should be easier. You probably don't want to give access to rooftops. I was like one of the first exploiters of roof bugs and it wasn't balanced gameplay. Duke also told me that I wasn't supposed to go there. DOD/DOD:S maps might be good source of inspiration.
Actually that's only on g4tc EU, we did a plugin for that. It's not official. Also, I love your idea, I love Blizzerd's idea even more, and I love Solokillers even more than that. Opening it up, making it non-linear, little side passages that change EVERY game. It sounds so awesome. Could be cool if the passages changed ingame actually. But either way, I love the ideas. Roof access would be lulzy but annoying, it would just be domination from there, like it is in the buildings at the moment. The sewers are alright because it's covered from above, but rooftops would be just plain bad.
It would be nice to see an entity that could respond to player count and open and close sections of maps accordingly, allowing the map to effectively scale with player count.
well, if side passages would be openable and closeable i would highly suggest to close of entrance and exit, not just in the middle? so you dont run half way to realise its blocked or maybe that would make people get stuck if suddenly players join also its possible to count the amount of players that have spawned in the map by placing over a trigger brush (it would ignore spectator so i think it would even be better)