I had a look at it yesterday. I'm really surprised that people keep adding MORE to escort instead of taking things away - especially the first flag. The best thing for the first flag is simplicity. If NF have a lil fort fairly close to the Flag, and their spawn as it is, and if BE has their little fort base, but otherwise a fairly wide open space between them and the NF's fort, the first flag would be much improved. Honestly, simplicity and space is what helps the first flag, and the other flags...well I actually don't mind about the other flags. The first has mostly been the biggest problem, and that's what you need to simplify. You could consider terrain differences instead of all the frustrating fort bits leading from BE base to NF 1st flag. Tbh that's a much much better way, but it would make the map a little different - nicer probably, to have an open beginning.
Trickster: He said it was someone like you who connected to his listen server while testing and propagated unreleased map.
Stop breaking everything. Go put the other top back on. You will wake up and wear that top. You will put the top in the washing machine, go to bed. Wake up after 4 hours, put it in the dryer. Go to bed. Wake up, iron top, put top back on. Repeat process for rest of life. Also, what is it with American's and plastic cups. I don't get it.
Finally had a chance to play the new version of escort. BE rolled over NF with heavy tanks. Didn't noticed much differences as tank driver. Also the traffic jam cause by new players was the same (10 heavy tanks just don't fit into tunnels) Thereby it is so easy to win as BE. Always drive forwards and destroy the walls first. It is strange that on many games on escort they are ignored. For example at the last round I drove with my heavy to the s-bend flag. Stepped out. Destroyed the wall with my calculator. Stepped in. Killed 12 enemies at flag and finally lost my tank. Shortly later the flag was captured. When NF should have a bigger chance to win then more wall or walls with more health would help.
The walls are fairly easy to destroy. It would be very helpful if the health of the walls was higher and re-spawned faster.
So I was thinking since we have vehicle spawners now, replacing the VF. With a set ammount of vehicles instead of the current basically infinite res. Possible layouts 2 heavys 6 plates comp all sides Coolant engine Dual HE 2 APCs 3 plates regen all sides Fission engine 3 slot 50 cal 1 or 2 mediums Maybe regen/reactive/reflective dono, something unique away from the apcs and he heavys Maybe gas turbine/3 phase/or fission I think if there were 2 mediums I would make them different Ranged+bio. ---- ranged/(maybe rail) + 50 cal 2 slot ---- HE + bio mg Or something like that, nothing in stone just ideas Maybe make the vehicle spawns move up with the cap points as well. This would make loosing the tanks not hurt your team really res wise without overflowing the map in tanks, I don't really think the layout and roads really support more than 6 tanks anyway. Anyway, thoughts or opinions?
it's a good solution to vf camping, which isnt a prob now, but may be in the future if res gets changed for whatever reason. I agree that the map doesnt like more than 6 vehicles. give it a shot imo