New map ideas
Posted: Sun Oct 01, 2006 1:00 pm
Ok, so I reread the Titan article provide by Urtho (I have read that site in the past, lot of good info).
I agree with most of what is discussed on the article. I have a couple of questions I would like to get some opinions on.
What do you think is a good number of nodes?
I personally like maps with lots of nodes because it gives you lots more possibilities. And with 32p you usually need to find a node whose vehicles are not all taken. Plus, it gives you more attack avenues.
I also like the idea of non attackable nodes. This is because it gives the defenders some alternatives to just spawning at the base if the primaries are down.
What do you think is a good time frame to get from node to node?
I do agree with the article in saying that the primaries should be close to the core for easier retaking. However, for the non primaries, what should that time frame be? There is a map (I think it is dry ice) where it takes you forever to get to the next node. And half of the time you get there it is locked because you lost the connecting node.
What would people think of a vehicle-less map?
I know that vehicles are a lot of the reason that people play ONS. But, how about a map with warps, jumps, and movers to get you around?
What would people think of a combo map, with a vehicle area and a non vehicle area?
I am thinking of something like a large outdoor map with vehicles for one path to the core and an underground passage without vehicles with a path to the core. Obviously, the paths would have to be balanced so that it would take about the same amount of time to travel regardless of path.
I agree with most of what is discussed on the article. I have a couple of questions I would like to get some opinions on.
What do you think is a good number of nodes?
I personally like maps with lots of nodes because it gives you lots more possibilities. And with 32p you usually need to find a node whose vehicles are not all taken. Plus, it gives you more attack avenues.
I also like the idea of non attackable nodes. This is because it gives the defenders some alternatives to just spawning at the base if the primaries are down.
What do you think is a good time frame to get from node to node?
I do agree with the article in saying that the primaries should be close to the core for easier retaking. However, for the non primaries, what should that time frame be? There is a map (I think it is dry ice) where it takes you forever to get to the next node. And half of the time you get there it is locked because you lost the connecting node.
What would people think of a vehicle-less map?
I know that vehicles are a lot of the reason that people play ONS. But, how about a map with warps, jumps, and movers to get you around?
What would people think of a combo map, with a vehicle area and a non vehicle area?
I am thinking of something like a large outdoor map with vehicles for one path to the core and an underground passage without vehicles with a path to the core. Obviously, the paths would have to be balanced so that it would take about the same amount of time to travel regardless of path.