The perfect map

Discussion in 'Mapping' started by Private Sandbag, Jan 22, 2007.

  1. Private Sandbag

    Private Sandbag Member

    Messages:
    7,491
    Likes Received:
    0
    Trophy Points:
    0
    What would the design of the perfect map include?

    Wide spaces
    Small spaces
    Tank combat
    Aircombat
    Bridges
    Multiple levels
    Infantry only sections
    multiple bases for each team
    beautiful views
    long view range
    engineer buildable sections

    size: slaughtered?
    -not too big for infantry, but pleanty of tank space?


    what would you add?
     
  2. supaste

    supaste Member

    Messages:
    677
    Likes Received:
    0
    Trophy Points:
    0
    Multiple levels-the problem with this is it makes it harder to the comm to move view...
     
  3. Destroyer224

    Destroyer224 Member

    Messages:
    690
    Likes Received:
    0
    Trophy Points:
    0
    The comm CAN view anywhere a player can go, but it isn't easy to twist the view around corners and you literally have to be zoomed in all the way. It was pretty cool when someone in BSID (I think either Thor or RPG) spawned CVs in escort and district, and I was able to watch the entire battle unfold from a person's point-of-view while not having the problem of running across the street and getting killed. One thing is, walls aren't as great as they sound on district... They work fine on escort but it only takes 2 wall segments to block up district hallways. and 10 lvl 3 turrets at the back of hallway before NF 2nd flag is really annoying.

    You can still get killed in commander view if a nade lands next to you (found that out the hard way. Wasn't it supposed to have been fixed though?).
     
  4. arklansman

    arklansman Member

    Messages:
    5,365
    Likes Received:
    0
    Trophy Points:
    0
    Turrets on district are bad.
    Very bad.

    And that was probably eth0 that spawned them, it sounds like something he would do. :P
     
  5. Private Sandbag

    Private Sandbag Member

    Messages:
    7,491
    Likes Received:
    0
    Trophy Points:
    0
    lev 1's arn't bad. infact, i have no problem so long as they can't be placed on boxes, where nades can't reach them.
     
  6. Destroyer224

    Destroyer224 Member

    Messages:
    690
    Likes Received:
    0
    Trophy Points:
    0
    Nades still hurt them if they land next to the box the turret is placed on.
     
  7. Private Sandbag

    Private Sandbag Member

    Messages:
    7,491
    Likes Received:
    0
    Trophy Points:
    0
    is the explosion cylindrical? (in a circle, but continues into the sky forever?)
     
  8. arklansman

    arklansman Member

    Messages:
    5,365
    Likes Received:
    0
    Trophy Points:
    0
    I think so, I know that arty is.
     
  9. Broccoli

    Broccoli Member

    Messages:
    1,635
    Likes Received:
    0
    Trophy Points:
    0
    I believe explosions are proximity based, so the area of effect would be spherical. Grenades dropped at the bottom of a very tall wall will not harm somebody on top of the wall.
     
  10. Awrethien

    Awrethien Member

    Messages:
    749
    Likes Received:
    0
    Trophy Points:
    0
    You know there is one map I absolutly loved was Liberation of Caen from BF1942 that had alot of those characteristics. Something based of of this would be realy cool.:cool:
     
  11. knighttemplar

    knighttemplar Member

    Messages:
    2,786
    Likes Received:
    0
    Trophy Points:
    0
    That'll be fun for aircraft
     

Share This Page