Arctic Conquestion II Beta map

Here's a specific forum for discussing potential maps, maps that need a vacation and optimizations and modifications for better playability.
Namu
1337 Haxor
Posts: 419
Joined: Tue Jan 03, 2006 12:00 am

Grr, cant go under ground now.... :blackeye:
Namu
Stormgirl
Camper
Posts: 55
Joined: Tue Mar 28, 2006 12:00 am
Location: Texas

Haha Namu has been foiled again!! j/k :)
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

Im likeing the new revision. However, how bout decreasing the area around the core. Make vehciles a bit closer to the node, sometimes id spawn and be like where the hell is the manta thats supposed to be here. What about adding a bit more function to the igloos.

I didnt do much snooping around, but whats the benifit of building the 3 middle nodes in series.
Bean
1337 Haxor
Posts: 252
Joined: Fri Jul 07, 2006 11:00 pm
Location: Po-dunk Idaho

I agree that the new version looks better, but i'm not too fond of the node layout persay. And yes, what is the advantage to building the three middle nodes when one can easily knockout the primary?
DW_Wraith
DW Clan Member
Posts: 846
Joined: Sun Jan 08, 2006 12:00 am

DW_Hornet wrote: What about adding a bit more function to the igloos.

I didnt do much snooping around, but whats the benifit of building the 3 middle nodes in series.
What would you like the igloos to do?

The 3 middle nodes are just there, they exist, they have a right to live. lol... they should act as a cut-off point, no? :idea: I'm under order by homeland security not to talk any further....
DW_Ifondlesweaters
DW Clan Member
Posts: 326
Joined: Mon Dec 26, 2005 12:00 am

What about sticking a couple kegs in the igloos? They would stay nice and frosty and would be a welcome relief after all that node linkin'. Just a thought. Maybe some nice sexy Eskimo ladies. See where the night takes us.
Urtho
Camper
Posts: 96
Joined: Sat Jan 07, 2006 12:00 am

A three node link chain is not a cutoff. Especially for 32p game play, you will probably never see a successful cut off manuever using those three middle nodes in the current link setup when you can just focus on the single pathways on that side of your core to retake the key node under enemy control. Try mixing up the links with the nodes in the middle to give some true cutoff possibiliites.

One possible alternate link setup would be to make the outer two middle nodes primaries (right side node for each side looking out from the core) and make the link them to the former primaries on that side of the map. A little farther to go but much more shielded from any enemy attack coming from that direction. As it is the two current primaries are far too open to direct attack the moment they become unlocked. Might be a quick fix to try that wouldn't involve any serious map alterations.

And whoever said that the cores are far too open was correct. Either shrink the open field surrounding the cores or shield them in some fashion. Add some trees, buildings, ground clutter - something. As you've got it now, the cores are an easy shooting gallery if they ever open up to attack.
DW_Ifondlesweaters
DW Clan Member
Posts: 326
Joined: Mon Dec 26, 2005 12:00 am

Urtho makes some good points, but he failed to take into account the lack of kegs in the igloos. Come on people, WAKE UP!
zeus
1337 Haxor
Posts: 965
Joined: Wed May 03, 2006 11:00 pm
Contact:

How about a fully stocked bar?? Or at least some Jack.
DW_Wraith
DW Clan Member
Posts: 846
Joined: Sun Jan 08, 2006 12:00 am

ifondlesweaters wrote:What about sticking a couple kegs in the igloos? They would stay nice and frosty and would be a welcome relief after all that node linkin'. Just a thought. Maybe some nice sexy Eskimo ladies. See where the night takes us.
LOL!!!

:cheers:
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