you still get stuck even with the vehicle clip half way down, you'd have to put it over the top for any effect, tested this when i worked on canyon for 2.2.
There's an entity called player_speedmod, I think. You could always place that, upgrade the speed, and use that for the longer tunnels :>
wow shadow, did not know this even existed, will probably use it in a coming map of mine link: http://developer.valvesoftware.com/wiki/Player_speedmod
Another example of how furries are not useless. See, normally, I think people would have discarded that suggestion as stupid. Yet it helped! Stupid suggestions ftW!
I think ER can hit from base to base, or at least not have to go over the tank traps. Instead of removing the tank traps all together, can you add some sort of door like the one for BE in escort. It just needs to be tall enough to stop tanks but allow infantry to cross. Put it at an angle so the tanks can leave there base, but not return. In order to get back in, you can hit a switch to lower the ramp. The opposing team has a build ramp that they have to build up but can do so quickly (5-10 seconds)
And then someone opens the door-ramp and traps the dying enemy tanks in the base with no hope of escape :D
why are you removing the ramps? They currently serve to slow down tank rushes once one side of the middle has been broken down, else there would be little stopping a team marching an APC or tank into the enemy base before the defenders even have a chance to spawn. This is a very good thing.
You clearly haven't read the last few posts. Let me summarize. Ramps remain, but they are not built, they are doors. They raise up and down. Allowing the team that starts with that base to get in and out. For the enemy team to gain entry into the base they must build up a ramp outside that will get them over the ramp door. Kindly read and comprehend in future before jumping to conclusions.
this is what the actual editor of the map has said, sorry to have disreguarded the ideas of two random people that arn't controlling the map. I suppose I just wouldn't have called them "fact". going back and reading the whole door idea that I appear to have missed it's essentially "the ramps we have now, except that there's a button on the side near the middle for friendly players to get back into the base. infantry can get into the base, and by using the calculator near the ramp for a couple of seconds they can drive past the ramp" Am i missing anything, or is this idea basically EXACTLY what we have now, except for an idiot button which either: only works for one team, which is inconsistant. This makes it hard to learn as a player, as you can't copy what you see other people doing, and also falls flat on it's face if the teams switch ends. OR. the button can be used by both teams, in which case the ramp is entirely pointless. If you're going to do simon style cocky l2read quotes, then at least check the facts.
I didn't mean I would make the ramps open up and down. My idea is to remove the ramps but keep the shield things on the gates. Those shield things will be more pronounced so it would be easier to catch your tank on if you just rush it. The forcing all the tanks into middle clusters the map far too much so it would be nice to be able to return back to home base. Very sorry for any misconceptions I gave. I also will be working on all of the spotlight maps again next weekend. Currently last week of school and doing far to much work to do anything related with more work.
It might have already been said, but make sure that both teams have a few battlements in their main base. I think only BE gets some.
Actually what about removing the whole fort stuff at both bases, its only purpose is to keep the losing team inside.
Because it can make a last stand all the more epic? and it makes for interesting gameplay and a much more visually arresting view than simply the end of a box canyon? removing the fort won't change the fact that if the enemy is in your end you're likely to loose soon.
I feel it's probably already posted, but what the hell. Infantry movement in the central area needs to become much easier. I'd suggest underground tunnels extending from the mountain outside each teams main base, through to the first structure on their side. This makes the interior more useful and more important since infantry may break through and rush the base, preventing the ugly stalemates we have at the moment. The entrances to the tunnels should have some basic cover for troops exiting it, to prevent turrets mowing down attempts to sneak behind enemy lines. The pillboxes on the two structures on either end need changing, some are blocked by trees and rocks, and this needs fixing, players also need to be standing to use them, they should be lowered to allow for crouching.
I'm just gonna add this in: Tunnels doesn't work good from the commander's side. He can't see where his troops are and he can't give targets. + Try emp_king if you don't believe me.
clever nodraws? like nodraw the top of the mountain, seeing as only the com and spex need to see it. You could even cut into them to allow a further zoom. As for tunnels in general, for infantry it's good if it's open, more like room to room rather than corridoor to corridoor. Com doesn't need to do anything other than target spam, which can be achieved now.