Map make-overs

Discussion in 'Mapping' started by Edgewise, Jul 4, 2006.

  1. Edgewise

    Edgewise Member

    Messages:
    35
    Likes Received:
    0
    Trophy Points:
    0
    I'm still not sure the escort map is 'balanced' but I definitely like the new additions! Infact, I thought it was so good, I think a few other maps could also use them.

    Add a couple more back alley paths for district and it might maybe possible be more than just a race to see who runs out of tickets last. Need some way to flank just a little more imo. Maybe make more buildings able to be entered or something.

    Isle is a decent map, but a shoulder fired RL on a hilltop can hit about 1/2 the map. Maybe more trees or walls or something to break up the wide open areas slightly more. Also more paths to get from bottom to top. I've seen that map end a few times where one side had all but been beaten, their CV running around to avoid destruction while one lone engineer gets to the winning teams com vehicle, walls it in, and you can't get back in time to keep him from destroying it and causing an upset because you gotta go on a 5 minute walk to get around and across bridges to it.

    Anyhow, I think a few of the existing maps could be made much better with a few minor improvements.
     
  2. Private Sandbag

    Private Sandbag Member

    Messages:
    7,491
    Likes Received:
    0
    Trophy Points:
    0
    district honestly needs to be much bigger. it doesn't need to be planned as in "these are the possible routes", but could be more like an area of city, where certain houses or buildings can be captured.

    it's looking very good at the moment, but it needs optimising
     
  3. Artemas Ward

    Artemas Ward Member

    Messages:
    186
    Likes Received:
    0
    Trophy Points:
    0
    I think that all of the maps (with the exception of crossroads, escort, district) need more craters and trees for infantry use.
     
  4. dumpster_fox

    dumpster_fox Member

    Messages:
    1,716
    Likes Received:
    0
    Trophy Points:
    0
    I dunno about craters, but some rocks and debris could certainly help (stuff tanks and jeeps could easily roll over), and some good trees placed strategically would be pretty smart.

    Also, the terrain is too flat in a lot of maps. I don't mean the different levels of elevation with plateaus and stuff, I mean gradual hills and recesses. The ground level is pretty much constant throughout the maps. Making certain parts of the maps uphill or downhill battles would add a little flavor to the gameplay, as well as make for really interesting tank combat.
     
  5. Artemas Ward

    Artemas Ward Member

    Messages:
    186
    Likes Received:
    0
    Trophy Points:
    0
    Well, maybe not the "yucatan" craters, but there are plenty smaller ones that most vehicles can run over.
     
  6. Sheepe

    Sheepe Member

    Messages:
    646
    Likes Received:
    0
    Trophy Points:
    0
    Define "small" most body size craters will trap a vehical (we actually managed to pop the CV out of one on Crossroads, but then it got stuck on the turret behind it)

    Also, a while ago, I suggested making Isle a jungle forest. it would be damn cool and strategic...

    -Sheepe
     
  7. Artemas Ward

    Artemas Ward Member

    Messages:
    186
    Likes Received:
    0
    Trophy Points:
    0
    The smaller ones, where even if you are crouched, you can still often see out. Vehicles only rarely get stuck on those ones.
     

Share This Page