-Icarus
-More nodes, more vehicles
-TwighlightSE2
-More nodes, more vehicles
-BGA-Core
-More nodes, more vehicles
-Aridoom
-More nodes, more vehicles, boxes and center strip need work.
-Sunrise
-Needs a new link setup, more vehicles, maybe more nodes.
-Dinora 32p
-Needs a new link setup
This is just in my opinion, and are formulated from observations from gameplay. .
Maps that need work.
Lol slave labour doesnt come cheap nower days.....
can we just scrap BGA core all together I hate that map.
can we just scrap BGA core all together I hate that map.
Aih PittaH TeH F00l !!!1!11


-Icarus
-More nodes, more vehicles where do you want the nodes? and how many? How many vehicles? and which ones? same goes for all the others listed.
I have no problem modifying a map, however I don't want to be the "Decider©®" when it comes to where, how many, or which ones.
:cheers:
-More nodes, more vehicles where do you want the nodes? and how many? How many vehicles? and which ones? same goes for all the others listed.
I have no problem modifying a map, however I don't want to be the "Decider©®" when it comes to where, how many, or which ones.
:cheers:
I kinda like this one as is, although a closer node for each base to act as a new primary wouldn't be the worst idea. Placed along the upper rim of the main area to the right as you leave the bases, it would allow for alternate and more forgiving link setups. Open the ceiling on the side nodes as well as they are far too protected as is.DW_Hornet wrote:
-TwighlightSE2
-More nodes, more vehicles
At the minimum. This map is terrible as is and I wouldn't be sorry to see it gone. If people insist on keeping it, you'll need at least two more Mantas at the core, a Paladin and another Scorpion or Hellbender. A single air vehicle would keep things interesting although they would be immediately vaped given the confines they'd be operating in. Still a Cicada would probably last long enough to take down a primary in enemy hands with a skilled driver. Weapon lockers need amping up as well.DW_Hornet wrote:
-BGA-Core
-More nodes, more vehicles
For nodes, a minimum of 2 more is required and 3 to 4 is probably better. Some mid-corridor placements on one side of a pathway would be my first shot at placments.
Agreed, same basic problem as with BGA-Core on this map. Obviously never designed for 32p so you're talking a major overhaul here if you want to keep it.DW_Hornet wrote:
-Aridoom
-More nodes, more vehicles, boxes and center strip need work.
Yes, new nodes that are closer to act as a second primary to put the middle nodes in play would be ideal. The current link setup on this map leads to a race to get up and knock down the single key node for either side. The map is just a snipe shoot after one side wins that battle.DW_Hornet wrote:
-Sunrise
-Needs a new link setup, more vehicles, maybe more nodes.
Ideally, place new nodes to the right of the base looking out toward the other side and link them up with the middle node that spawns the Levi. Base vehicles need help too. Add: 1 Raptor, 1-2 Mantas, 1 Scorpion, 1 Hellbender, 1 SPMA (maybe), 1 Cicada (also maybe, in place of the Raptor add perhaps). Base lockers need link, other node lockers need tweaking as well.
The vehicle spawns for all other nodes also need help. Extremely light for some nodes and overkill for others. The current primary has an abyssmal spawn setup as well as placement - no cover and open to direct attack the moment it opens up from a shielded tunnel. Ugh.
I never cared for this map for 32p as it was designed with too many constraints built in to the map. It would need a major overhaul to really work for this many people. For starters, side nodes in the cliff need to be far less protected, and the center top node needs a similar opening up as well as alternate points of access. At the minimum there needs to be jump pads for footsoliders to gain access to it from the ground. Or perhaps teleports with exits that are hard/impossible to camp (on top of the node cover perhaps).DW_Hornet wrote:
-Dinora 32p
-Needs a new link setup
Adding a few more nodes wouldn't be the worst idea, although the map is quite small as is and that would only add to tthe clutter. Base vehicles need work as well - when pushed back to a core that side is frequently reduced to core sniping or jumping off the side and attacking an enemy held primary with ~ 20 health due to the lack of available rides. Joy.
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- DW Clan Member
- Posts: 1634
- Joined: Wed Dec 28, 2005 12:00 am
I agree, a new primary would be nice. Weapon lockers definitely need to be tweaked, too. It's been awhile since I played this map but I can't remember a time when I wasn't running out of ammo on it. A new, less exposed prim linking up to the valley nodes would be nice.Urtho wrote:I kinda like this one as is, although a closer node for each base to act as a new primary wouldn't be the worst idea. Placed along the upper rim of the main area to the right as you leave the bases, it would allow for alternate and more forgiving link setups. Open the ceiling on the side nodes as well as they are far too protected as is.DW_Hornet wrote:
-TwighlightSE2
-More nodes, more vehicles
This one has some potential to be majorly overhauled without too much trouble due to the sheer simplicity of it. What I would do isUrtho wrote:At the minimum. This map is terrible as is and I wouldn't be sorry to see it gone. If people insist on keeping it, you'll need at least two more Mantas at the core, a Paladin and another Scorpion or Hellbender. A single air vehicle would keep things interesting although they would be immediately vaped given the confines they'd be operating in. Still a Cicada would probably last long enough to take down a primary in enemy hands with a skilled driver. Weapon lockers need amping up as well.DW_Hornet wrote:
-BGA-Core
-More nodes, more vehicles
For nodes, a minimum of 2 more is required and 3 to 4 is probably better. Some mid-corridor placements on one side of a pathway would be my first shot at placments.
(a) revamp the corridors so they incline as they go towards the middle. Doesn't need to be a steep incline but something to keep tanks from shooting clear across the map to the other node.
(b) Additionally, every room ought to have a jump-pad and some catwalks for infantry and the catwalks should be connected to the catwalks in the corridors.
(c) Widen up the catwalks in 2 of the main corridors and slap down two extra nodes up there for infantry to fight over.
Major overhaul, agreed. It's a small map so I can't really think of where extra nodes could be located without being too exposed (either to defenders or attackers).Urtho wrote:Agreed, same basic problem as with BGA-Core on this map. Obviously never designed for 32p so you're talking a major overhaul here if you want to keep it.DW_Hornet wrote:
-Aridoom
-More nodes, more vehicles, boxes and center strip need work.
Agreed on everything here, although I would take the levi out of the equation entirely, especially if it's only going to be a 3 node route to core. I can pretty easily see people ignoring the other node routes altogether on this map if it were just possible to grab that middle node, get the levi, take out the other team's primary, spawnkill till the core opens, then blow the core. it doesn't seem like there's enough vehicles/time/distance to take out a levi in such a short space.Urtho wrote:Yes, new nodes that are closer to act as a second primary to put the middle nodes in play would be ideal. The current link setup on this map leads to a race to get up and knock down the single key node for either side. The map is just a snipe shoot after one side wins that battle.DW_Hornet wrote:
-Sunrise
-Needs a new link setup, more vehicles, maybe more nodes.
Ideally, place new nodes to the right of the base looking out toward the other side and link them up with the middle node that spawns the Levi. Base vehicles need help too. Add: 1 Raptor, 1-2 Mantas, 1 Scorpion, 1 Hellbender, 1 SPMA (maybe), 1 Cicada (also maybe, in place of the Raptor add perhaps). Base lockers need link, other node lockers need tweaking as well.
The vehicle spawns for all other nodes also need help. Extremely light for some nodes and overkill for others. The current primary has an abyssmal spawn setup as well as placement - no cover and open to direct attack the moment it opens up from a shielded tunnel. Ugh.
Yeah, this one is pretty tough to alter since it's basically entirely constructed in 3DSMax and is pretty "cramped" with stuff already. It might be alright to remove some of the rocks on the ground and possibly find room for another node somewhere there. I'm not opposed to some jump-pads allowing access to the mid - I'd also like to see some low-terminal-velocity physics volumes placed at the bottom of the tall cliffs so it'd be possible to jump off without damaging yourself (assuming you land on one, anyway).Urtho wrote:I never cared for this map for 32p as it was designed with too many constraints built in to the map. It would need a major overhaul to really work for this many people. For starters, side nodes in the cliff need to be far less protected, and the center top node needs a similar opening up as well as alternate points of access. At the minimum there needs to be jump pads for footsoliders to gain access to it from the ground. Or perhaps teleports with exits that are hard/impossible to camp (on top of the node cover perhaps).DW_Hornet wrote:
-Dinora 32p
-Needs a new link setup
Adding a few more nodes wouldn't be the worst idea, although the map is quite small as is and that would only add to tthe clutter. Base vehicles need work as well - when pushed back to a core that side is frequently reduced to core sniping or jumping off the side and attacking an enemy held primary with ~ 20 health due to the lack of available rides. Joy.
This wasnt directed at wraith, anyone who could modifiy or create maps should consider this.
Aridoom, the easiest way to fix the gameplay is to create two extra nodes and use a torlan/tricky/crossfire node setup. However that gets repetive after so many maps.
Twighlight, i agree with urtho maybe use a nicer skybox so it looks more blended in. There just never seems to be enough vehicles around, ive spent alot of time jumping from node to node looking for a ride before ons plus.
BGA-core, is a tuff one. A start would be a dawn type setup with some nukes. Id personally get rid of the energy turrets on the map they are almost usless and put a node there, especially with the eneny tank in clear veiw of them.
Dinora's cheif problem is the heightmap, maybe adding a ridge or two like gorz adara to ease the impact of falling.
Sunrise needs to have narrower tunnels, maybe get rid of the levi. Most of the map is in the middle crater area, and with the current node setup there is no reason to even be in their till you make sure the other team cant touch those nodes.
Icarus, maybe a ndoe in the middle area, with an artic stronghold type setup. Some gorz vehicles and getting rid of the levi.
I think me and urtho are on the same path here. I think id have to see the paticular map to see whats missing, but any node should have atleast a ground vehicle and a air one.
Aridoom, the easiest way to fix the gameplay is to create two extra nodes and use a torlan/tricky/crossfire node setup. However that gets repetive after so many maps.
Twighlight, i agree with urtho maybe use a nicer skybox so it looks more blended in. There just never seems to be enough vehicles around, ive spent alot of time jumping from node to node looking for a ride before ons plus.
BGA-core, is a tuff one. A start would be a dawn type setup with some nukes. Id personally get rid of the energy turrets on the map they are almost usless and put a node there, especially with the eneny tank in clear veiw of them.
Dinora's cheif problem is the heightmap, maybe adding a ridge or two like gorz adara to ease the impact of falling.
Sunrise needs to have narrower tunnels, maybe get rid of the levi. Most of the map is in the middle crater area, and with the current node setup there is no reason to even be in their till you make sure the other team cant touch those nodes.
Icarus, maybe a ndoe in the middle area, with an artic stronghold type setup. Some gorz vehicles and getting rid of the levi.
I think me and urtho are on the same path here. I think id have to see the paticular map to see whats missing, but any node should have atleast a ground vehicle and a air one.
leave icarus alone pretty much in my opinion. what would work better would be better lockers at the levi node and better ways to get there. jump pads from core and some teleporters would be nice. give it a hellbender up top so people can either leave it up there to snipe with twin beams or put it down on the node directly. also make it a dual primary set up. and a possible node in the middle would be interesting but you would have to either make it VERY weak or VERY strong. I say VERY because strong or weak can change the tides of the game and since it would be in the middle it would be in a highly contested location so a large reward would be nice but also making it weak could make it to where a team who loses both their primarys or even one can make a come back wihtout having that final nail in the coffin of a very strong middle node.
but i dont know if any of that makes sense. let us just say in my head it does lol.
but i dont know if any of that makes sense. let us just say in my head it does lol.
Wow really good ideas guys keep it up.
Spiffingrad-TSE
I love spiff but i think the SPMA gets to be too much. Also its pretty impossible to walk all the way from the far primary node to the core with a enemy tank spawning at the core. Like wise it also really hard to get the closer primary node built becuase there is no way static defense. The map also has a very pronounced symetrical problem.
I understand that some things were elimenated from the map on purpose to keep with the theme. Might i add very badly, it still contains spider mines, energy turrets, paladins that shouldnt be here for the theme. The shock rifle, lightning and mantas should be placed back in.
There is a another version of the map floating around some where (with no spma), i think i saw it on the titans server.
Spiffingrad-TSE
I love spiff but i think the SPMA gets to be too much. Also its pretty impossible to walk all the way from the far primary node to the core with a enemy tank spawning at the core. Like wise it also really hard to get the closer primary node built becuase there is no way static defense. The map also has a very pronounced symetrical problem.
I understand that some things were elimenated from the map on purpose to keep with the theme. Might i add very badly, it still contains spider mines, energy turrets, paladins that shouldnt be here for the theme. The shock rifle, lightning and mantas should be placed back in.
There is a another version of the map floating around some where (with no spma), i think i saw it on the titans server.
hornet methinks you are on crack. i can walk all over Spiff killing people and avoiding the tank and most evrything else. the key is knowing the building in which you can use for cover.