Maps to bring back.

Here's a specific forum for discussing potential maps, maps that need a vacation and optimizations and modifications for better playability.
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

There is a setting to lets the maps cycle off for a certain amount of games. I dont think it could be set for individual maps, i think presently its set at 20?.
DW_Bomzin
Site Admin
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Joined: Mon Dec 26, 2005 12:00 am
Xfire: bomzin
Location: Layton,Utah

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ooooo gotta have the tank ... put it on tank me up ....plzzzzz, Change it out for the other one. :idea:

As far as gorz some good some bad,

Raptor Skies Gorz I do like better then the original . So we get jump bads to the base..I think u need a teleporter right to the middle mother ship . Hell build a basement in the place and put it down there. After that tweek the node setup back to the middle ship .
Better yet put 2 to the somewhat same place. That will make it harder for the teleporter campers. It also gives a way to get those people that don't really care for raptors a way to the middle . Just duplicate what goes up , but do it twice going down. That way you have a time penalty for coming up through the basement. Throw some health down there along the way .

Gorz Severance. This map is messed up node wise . I can't tell if I'm coming or going. We were on a comeback I was 3 nodes deep across I'm thinking once I get this node up I"ll cutt them off at the next one. Guess what no cuttoff ..... BOOOO, Fix the node setup . 2 paths' with a cuttofff.

Gorz Red planet. Havn't played this enough with the right teams,. Always seems to go fast . I think the core needs to be moved underground on this node to the cave . Over way to fast once it comes up .

Gorz Adara.. Just a freaking mad house. I do not enjoy this map . To much going on . Same problem that one vechicle way to fast. I'm just happy when I find a regular manta on that map .

Tank me up . Add the tank with the umbrella so I can do some major camping . Depending on the teams this map can go fast or you can have some really good game on it. Seen some great game play go on with this map .

Scorp canyon ... Well done good play.

This is all just my IMHO... Overall THANKS GORZ .. you win some you loose some . Hell you know that .

While we're on the subject I don't think is Gorz but ABC whatever is a POS IMHO>
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DW_Bomzin
Site Admin
Posts: 2241
Joined: Mon Dec 26, 2005 12:00 am
Xfire: bomzin
Location: Layton,Utah

ooooo gotta have the tank ... put it on tank me up ....plzzzzz, Change it out for the other one.
Just in case u did'nt think I was serious I'll bump it . :spam2:
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Some of those annihilation arsenal vehicles look really nice -- But how big's the download? I'd love to have some of those (particularly the double cannon tank for TankMeUp).

Edit: To get back on topic... I'd like to see that one cave map returned. I can't remember the name but it was pretty nice, it just needed work in the form of a better node layout and weapon lockers.
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

Concealed respite? It was a decent map but the last node was too hard to get up. Triple overtime map every time i played it.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

DW_Hornet wrote:Concealed respite? It was a decent map but the last node was too hard to get up. Triple overtime map every time i played it.
Yeah, the last node was a serious pain, but, like I said, move some nodes around and I think it's a workable map.
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

WailofSuicide wrote:
DW_Hornet wrote:Concealed respite? It was a decent map but the last node was too hard to get up. Triple overtime map every time i played it.
Yeah, the last node was a serious pain, but, like I said, move some nodes around and I think it's a workable map.
It just needes some volumes to block incomeing fire from the core. Make it more like a nook, not out in the open. Not to mention get rid of the tank at the core, replace it with a bender?. There shouldnt be any classic sniper rifles on the map, it should be all lightning.

I think the building around the core needs to be toned down. The buildings around the node need to be increased a bit. The core is a bit easy to defend i think you should remove some of the pillars. The nodes are too hard with all the roadrage ect. There should be more done for cover.

Are there any super weapons?
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

DW_Hornet wrote:
WailofSuicide wrote:
DW_Hornet wrote:Concealed respite? It was a decent map but the last node was too hard to get up. Triple overtime map every time i played it.
Yeah, the last node was a serious pain, but, like I said, move some nodes around and I think it's a workable map.
It just needes some volumes to block incomeing fire from the core. Make it more like a nook, not out in the open. Not to mention get rid of the tank at the core, replace it with a bender?. There shouldnt be any classic sniper rifles on the map, it should be all lightning.

I think the building around the core needs to be toned down. The buildings around the node need to be increased a bit. The core is a bit easy to defend i think you should remove some of the pillars. The nodes are too hard with all the roadrage ect. There should be more done for cover.

Are there any super weapons?
Well, I'm not necessarily disagreeing with you here but I think devising a workable node layout is more realistic than lots of structural changes. If the Wildcard Bases were removed a node could be placed in that small tree-ed in area. I don't remember the layout of the map exactly but I'm pretty sure you could make that a primary hooking up to the base. I think the ideal setup I'd like to see is a basic Dawn, 2 prims for each team and 2 middle nodes. The only real concern I have is that turning the middle node into 2 middle nodes would likely require either moving the node locations significantly (to where?) or restructuring the middle area more (add some rocks to block it off).

And, yes, get rid of UTClassic, it's horrible.
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

Well ok scrap the cover idea, wouldnt it be easier to just build up more 'natrual' defense for the node then to worry about moving them?
kaeolian
1337 Haxor
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Yeah I noticed a link in another thread with a lot of vehicles listed, and I was wondering if maby we could have another version of tank me up with these different vehicles on there ?

As far as the minotaur goes. I still like it, its not invincible iv forgoten the name but those red paladins can take it down easily enough =)
Aih PittaH TeH F00l !!!1!11


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