Qinling - Flags and Bleed

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BrownBadger
Posts: 495
Joined: 2009-09-05 21:29

Qinling - Flags and Bleed

Post by BrownBadger »

Battle for Qinling rounds always end too quickly, and it was the same in the previous version. It's one of my favourite maps but four objectives are not enough when two of those objectives mean you will bleed very heavily and you can not spawn. Without two teams that have good teamwork and are very equal to eachother the rounds will end too fast for my taste, not only making this great map less played but also preventing some epic action!
Last edited by BrownBadger on 2010-03-21 12:02, edited 1 time in total.
Sgt.BountyOrig
Posts: 656
Joined: 2009-02-22 18:12

Re: Qinling - Flags and Bleed

Post by Sgt.BountyOrig »

A permanant flag in the center perhaps?
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BrownBadger
Posts: 495
Joined: 2009-09-05 21:29

Re: Qinling - Flags and Bleed

Post by BrownBadger »

Sgt.BountyOrig wrote:A permanant flag in the center perhaps?
What do you mean with permanent?

I guess the easiest changes could be adding two uncappable main bases, keeping the bleed/lowering the bleed or experimenting with the objective count. Perhaps something more creative?
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Qinling - Flags and Bleed

Post by killonsight95 »

cuz atm the the flags are random he meant like add a flag thats always there in the map center
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