Info > Feedback and Suggestions
Would this fix Flayed Hills?
Richard LeMoon:
Green circles are spawn areas for both teams. Center point is always active first, making this more like a KotH rush and battle. After that, the points SHOULD become active randomly, with maybe a Skyball type warning of where the next point will be. Baring that, Center, NE, SE, SW, NE, Center.
I checked out all these locations, and battles would be ideal. It would be hard to predict where the enemy would come from. Quite a few thousand meters have been taken off the course.
Atruejedi:
--- Quote from: Richard LeMoon on November 08, 2016, 05:47:51 pm ---...with maybe a Skyball type warning of where the next point will be.
--- End quote ---
That's the only way I'd be on-board with this randomization of the points. I like the predictability of knowing where the next point is ahead of time; it allows for strategic fleet movements and decisions. I'd want a 90 second warning (which is half the time a point can be active). Seriously. That's generally when I start telling my allies to move out if we just wiped out a point and have definite control.
Richard LeMoon:
Sounds good to me. Anything to break up the meta. 90 seconds, more, maybe even tell the next point as soon as the active point changes. "A has become active. D will become active in 200 seconds." Good for vets, good for nubs.
What do you think about the spawn and point layouts? I pretty much put them in a symmetrical pattern, then checked out the places they landed. By happenstance, they all looked great for various combat situations. Moving them in further allowed for interesting corner spawns, keeping combat close and utilizing the never-used corners of the map.
Daft Loon:
Looks good, although something should be in vent/bowl area around D10.
Another idea - Take some of the tall pipe etc features from canyon ambush (including the ones visible outside the area) and place them in parts of this map to make it more interesting.
Richard LeMoon:
--- Quote from: Daft Loon on November 08, 2016, 09:40:31 pm ---Looks good, although something should be in vent/bowl area around D10.
--- End quote ---
Rule 1: Function over form. It looks good, but does not play well. Sadly, it it has to go as a point.
--- Quote ---Another idea - Take some of the tall pipe etc features from canyon ambush (including the ones visible outside the area) and place them in parts of this map to make it more interesting.
--- End quote ---
I had thought of moving the tower from I1 to HI2 to make an interesting vertical barrier. Forgot to note that.
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