Played the map love it, just find it kinda imba toward NF. You should have like an auto config that makes mp teambalance 3/4 , 3 being NF and 4 being BE. Let Vehicles spawn more? cause ive played it a couple of times and every just went rifleman with stickies and that was it. we survived etc. More tickets for BE maybe? And maybe make like 2 boats where they can spawn from.
I've got a massive amount of work to do on it but I really can't seem to find a way to justify putting all my effort into something for the oh so grateful empires community. When I do release a new version, which I probably will (only because of the amount of work I've already put into it), it will be much more awesome than the current version.
Just wondering about some balancing concepts to be implemented in this map. Most of the map has been rebuilt but it resembles the old one in layout. The current setup I have is: BE have two landing ships, one starts with two spawned APCs, the other serves as a VF. The ship with the APCs waits 15 seconds after the players have spawned to open it's door, the other ship is already open. There is a flag on the beach that BE will capture quickly that enables spawns in random places at the bottom of the beach. The two prespawned APCs will respawn every 3 minutes. Players will be able to buy their own tanks in the VF using solely wages. All tech will be unlocked so heavies with nukes are possibly but prohibitively expensive. BE's ships are uncappable by NF. Whenever BE captures a flag, unbuilt lvl2 turrets will spawn to help them secure it, but NF will be able to cap it back. BE spawn a fair distance away from any flags they've capped. NF will be able to spawn in the first bunker for the first 15 seconds of the round, after that NF will have to spawn one flag behind the flag in play. NF will spawn a fair distance away from the final flag. NF get two arties with standard loadout, spawned at the Motor Pool flag, in the south of the map. These do not respawn. Both sides can walls in most open areas, drop mines in most areas, and build radars/cameras/ammo boxes/level 1 and 2 turrets in most areas. BE will have a ticket based timer, but I'm not sure yet the exact times I'll be using. For now BE have 20 minutes worth of tickets in the beginning and gain another 10 minutes worth per flag, with 4 flags giving this map a maximum of 60 minutes playtime and a minimum of probably around 16-18 minutes. I may also decide to give BE some team resources but at the moment neither side has a significant amount of res at the start. feedback or suggestions on any concept would be appreciated edit: there is no more gimmicky flying transport as that was a retarded addition to an otherwise sensible map.
I was thinking about a conquest map where the vf only relies on player wages. Sounds good. I haven't played this map much so I don't remember any balance problems besides the camping of the BE start spawn.
this should be implemented in maps such as escort or district (nah district needs nade restrict first...sigh) but escort and any other flag cap map, it would be very cool to have.
I got permission from Varbles to fix this up and edit it. Here is the first rendition of an edit. Alpha1 - Pre-edit Alpha 2 - Post edit. I added in a second landing ship, more debris on the beach, and spotlights. Alpha1 - Pre-edit Alpha 2 - Post edit. I added in more traps along the route up the side of the hill to give infantry cover and slow down the movement of the BE vehicles as they try to push through. I also added spotlights and a radio mast along with more trees. Alpha 1 - Pre-edit Alpha 2 - Post edit. I added in spotlights and more debris/infantry cover. I also gave NF two artillery guns, as that was the plan Varbles had. Gave BE an APC, AFV, and 2 jeeps instead of 4 jeeps which they had. Gave BE some more tickets as well to start off with. Also, I know Varbles wanted to get rid of the dropship, but I thought it was cool and hopefully when I get the tutorials done and trenchassault done I can come back to this and do some planes flying over and do the 3d skybox. Hopefully this works for everyone, it was an absolute hell hole to try to fix up due to an unforseen error. Thank you LordDz and Flasche for helping out on fixing it. I was ready to give up. Also, thank you LordDz for optimizing it so I didn't have to leave my computer on all night for it to compile. Also, big thanks to Varbles for giving me permission and the materials necessary to work on it. ----> Download link is here <---- That is not the up to date VMF but go ahead and try it to take a look if you are inclined. Fixed.
Looks great with trees, but honestly the covers look really damn stupid. Infantry should be exposed, but i dunno how to make it balanced and fairly reasonable. Keep it up!
There is still plenty of area for infantry to die while pushing up, it is by no means easy. The cover also comes naturally from trees and the steel hedgehogs with some of those infantry walls providing a bit more cover for defenders. I also think it is still slanted against the attackers even with all this cover. It was SO terrible for cover before, you couldn't cap the second flag. Note: All of this cover helps the defenders more than the attackers at first. You can defend from every position they can push up to. Plus, you get arty to hammer them to death. Certain areas I believe? I can't remember. I didn't look into that when I worked on it so the setting is whatever Varbles had in mind. I plan on finishing this how Varbles wanted it.
Anyone have any suggestions for this map? I have run out of ideas on what to do besides add a 3d skybox and adding it so there are jet flyovers and the flak guns are actually flying.
Didn't this map have in-aircraft spawns that didn't work properly? Iirc you spawned in a drop ship and couldn't get out properly... Also, add maybe a vehicle spawner for people spending wages on the BE side? Or using resources from recycled vehicles. I can't remember what the state of the NF vehicles on this map was though, so maybe not...
Call in the 101st airborne. Use more detail from that foggy forest map you made. Sandbags, barbed wires etc
Yes, it did. And yes, they work except for the second flag. I'll fix it by raising the spawns up just a bit so you don't get stuck. I was thinking about doing that, but as it is right now it's kind of OP for BE to have the amount of vehicles that they do with the weapons that I gave them. Also, NF gets 2 arty tanks that DO NOT respawn. They are only really useful for the first flag. I might add in one tank or something, no idea yet. I'll try. Right now, I kind of like the amount of cover it gives and I'm unsure if more is better.