Qinling - Flags and Bleed
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BrownBadger
- Posts: 495
- Joined: 2009-09-05 21:29
Qinling - Flags and Bleed
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.
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Sgt.BountyOrig
- Posts: 656
- Joined: 2009-02-22 18:12
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BrownBadger
- Posts: 495
- Joined: 2009-09-05 21:29
Re: Qinling - Flags and Bleed
What do you mean with permanent?Sgt.BountyOrig wrote:A permanant flag in the center perhaps?
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?
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killonsight95
- Posts: 2123
- Joined: 2009-03-22 13:06
Re: Qinling - Flags and Bleed
cuz atm the the flags are random he meant like add a flag thats always there in the map center

