Seemed like a lot of people were wanting more healthpacks, myself included. I think the most noticeable areas where healthpacks were absent was in between all the points- often died there of fire. Other than that I had loads of fun, especially as scout (lots of stuff to jump around on) but heavy and soldier were good as well. Everything seemed balanced to me. Spawn times are fine (not sure why that one guy was complaining about 15 second spawn times for BLU >.>)
The Following User Says Thank You to MungoKing For This Useful Post:
I made an image to show where all the health and ammo spawns are located in the map. Blue is health and orange is ammo. There are 2 medium health in total both are the ones placed closest the bottom (one at A, and one at B). All other health pickups are small. the ammo is mostly small-medium, the single full ammo is in the B-C connector.
Compared to gravelpit, this map has slightly more health. I probably wont be adding more, but if anyone has any placement suggestions I'm all ears
Personally, I think its good as it is. But you never know, someone might have some really neat ideas to share.
A area: 1 small, 1 medium health
B area: 1 small, 1 medium health
A-C connector: 2 small health
B-C connector: 2 small health
C area: 1 small health
Hello. I played the map twice with Flubber. I must say that while I did appreciate the fights around B, I wasn't so pleased with both other points.
A lacks some natural route for attackers, resulting in erratic confrontation between offesive players and some red trying to reinforce the point. I do understand your will to promote cunning use of vertical difference, but for the moment, falling down is mostly felt as punition rather than any tactical advantage. For non jumping classes, it involves running around finding a good exit, without gaining anything. Im ust add that the excentred position of A remove flanking manoeuvers for both teams. By contrast, some exciting fights did happen around B.
I almost found C more difficult to take than its gravelpit counterpart. Maybe because red can navigate into efficient defending position much quicker than on the official map. And runing to the point using the wooden catwalks is quite risky while falling/going into the lowest level doesn't grant you anything. In gravel pit, the situation would be seemingly the same, but
->there is less distance to go through without cover
->being at the bottom of the C zone is not a big disadvantage because there is one very covered access to the tower in there. In your case, you must use these side ramps were most dreadful things can happen.
On the visual level, I like your detailing preview. For the exterior, I humbly suggest you give the light some light colored tone, warmer or colder as you like. Desaturated wood and alpine textures can create quite a sad/depressing mood within a neutral environmental light.
Last edited by Uriak; 03-16-2009 at 04:30 AM.
The Following User Says Thank You to Uriak For This Useful Post:
B is a great point. C I don't mind. A is a little tough due to reasons Uriak stated.
We won both rounds when I played so it can be won from each team.
Don't really have more to comment I guess. I would enjoy playing it at anytime, so that's good. I guess if anything were to change for the better it would be A. Might be a little tough to cap but like I said, we capped and defended successfully.
The Following User Says Thank You to Sgt Frag For This Useful Post: