Quote:
Originally Posted by
Ravidge
It's too hard to rocketjump over both of the trains in one go. Look at the first picture, If a soldier is standing where the blue intel compass are and he performs a rocketjump, where is he supposed to land? There is no way he's going to reach the rock/cliff because he needs height no fly over the trains. Best thing would be to land on the second train but even that is terrible, landing on something that moves is seriously confusing and there's not much room to navigate in (bridge and cliff are very restricting)
Yea, I noticed you are master rocket-jumper

I'm not sure if I want easy rocket-jump over both trains. I think being able to jump on (first!) train / over it is enough. I'm even thinking about widening space between trains to make it more battle-zone. Now its more like connecting corridor.
Quote:
Originally Posted by
Ravidge
Also, the supports under the bridge are too close to the tracks.
Yep, exactly. Will be changed. Same with piles of planks/logs.
Quote:
Originally Posted by
Ravidge
The bases seem to have a good size (a little small maybe) and good alternative paths, might play differently with more players though. There was one "exit" however that led from flagroom to spawn/traintunnel and when I tried to escape after taking the intel I ran into that tunnel, straight into a door that wouldn't open and then onto a train that pushed me into instadeath tunnel. It was very confusing... (make it clear which doors are spawnroom doors)
I'll be thinking about optimal way to do so. Some good placed signs should do I hope.
Quote:
Originally Posted by
Ravidge
The spawnrooms main exit door could be easily camped and I felt really bad when I was forced to fight right outside of the enemy spawn. But it is basically right there as soon as you enter the base and it can't be avoided (I only used the bridge entrance)
Because of main-door camping I created second spawn exit. I must say I'm not fully satisfied, that one way to intel is "through" enemy spawn, but can't find alternative way without making it too easy for attackers.