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Some changes to map layouts

Posted: 2009-06-11 19:05
by Outlawz7
A few ideas I had for some time for different maps.

Kashan main bases

1. Main base flags are removed and the dome of death is enlarged to completely prevent any sort of base camping or base raping near the airfields. Round would end when one team captured the other team's Outpost flag - same as Qinling.

2. Dome of death is enlarged as said, but the main base flag is made uncaptureable, giving the losing team a chance to do a big push to get the Outpost flag back without worrying of being capped out.

3. Dome of death and the main base flags remain as they are, but the ticket bleed is removed, so the round ends with an epic airfield assault, people who like to blow the **** out of bases will love this. :p


Bi Ming

Main base flags are placed back, but as uncaps, making the round last a bit longer as both team can counter-attack without instantly losing when the last flag goes gray. Ticket bleed optional.

Ejod
Same as Bi Ming above, it usually ends really fast depending on which side rushes the city better. :/

Discuss.

Re: Some changes to map layouts

Posted: 2009-06-11 19:28
by snooggums
If the flags don't cause bleed there is no reason for flags.

I do like your Kashan suggestion #2, the map is big enough to make the dome of death cover the visible distance to the main. i don't like main base camps because they just turn into spawn kill fests and doesn't allow for push back by the losing team.

What I would like to see for all 4k AAS maps: Large uncap base, 6 flags in play. The bleed would start when one team controlled 5 flags and the bleed would be very slow, such as one point per 10-20 seconds (so 360-180 tickets in an hour) allowing the defensive team to hold at the last flag and try to win by K :D although the bleed would push them to move out. When all 6 flags are held by one team the round would end immediately. This would give a reason to fight over new flags and still keep the game moving ticket wise. I advocate a slow bleed over points for flags because points for flags just makes the round go faster if flags are traded, not for a cornered team.

2k maps for AAS: smaller uncap base, 3 flags in play. When one team has all three flags there is a bleed of 1 ticket per 3 seconds.

Sunset City sized maps: Don't make it AAS, make it an assault/defense type map or something other than AAS, it's just too small.

Re: Some changes to map layouts

Posted: 2009-06-11 19:30
by Conman51
Outlawz wrote:
3. Dome of death and the main base flags remain as they are, but the ticket bleed is removed, so the round ends with an epic airfield assault, people who like to blow the **** out of bases will love this. :p

the map will take even longer than it does now...i dont agree with this

Re: Some changes to map layouts

Posted: 2009-06-11 20:01
by 503
Airfield assaults aren't epic. They're rape. I do agree with lowering ticket bleed though. There is almost no chance of counter attack with the insanely fast ticket bleed right now.

Re: Some changes to map layouts

Posted: 2009-06-11 20:04
by Rudd
The bunkers shoud be one huge flag imo to help avoid it being stuck.

Agree with Bi Ming

Don't agree with EJOD, I really like its current config.

Re: Some changes to map layouts

Posted: 2009-06-11 21:11
by AnRK
If the bunkers are one huge flag then that gets rid of the cool inf combat you get around that area, some of the best fun I've had on Kashan is around there, well I say some I mean most cos I rarely do anything other then inf....

Re: Some changes to map layouts

Posted: 2009-06-11 21:26
by Cheditor
Must admit having the two control zones on bunkers causes some huge firefights where you have armour + infatry firing across basically no mans land.

Re: Some changes to map layouts

Posted: 2009-06-11 22:08
by Rudd
Yea, but if your playing in the bunkers the whole round its pretty boring, 1 cap radius would love it to the villages and outposts more

Re: Some changes to map layouts

Posted: 2009-06-12 04:16
by Outlawz7
Dr2B Rudd wrote:Yea, but if your playing in the bunkers the whole round its pretty boring, 1 cap radius would love it to the villages and outposts more
But once you're in the villages, it's pretty much over Rudd.

Also as far as number 3 goes, it's pretty much sarcastic due the fact that I've seen it lots of times where the A10/Su25 pilots just couldn't wait for the airfield to come into play to bomb the **** out of it and even seen an Avenger camping the MEC helipads and shooting down all the helicopters on takeoff/landing...

Re: Some changes to map layouts

Posted: 2009-06-12 04:18
by Rudd
Outlawz wrote:But once you're in the villages, it's pretty much over Rudd.
not if you also implement the changes you suggested regarding DoDs etc

Re: Some changes to map layouts

Posted: 2009-06-12 04:22
by Outlawz7
True, but if you manage to capture the Villages/Outpost flags it's usually because the entire enemy team's armor/air force got turned into scrap and by the time all the stuff respawns, it usually is over.

Re: Some changes to map layouts

Posted: 2009-06-12 07:53
by Solid Knight
I have a suggestion for Fallujah; remove the out of bounds areas. There's one in the north east corner where if you go in a ditch you go out of bounds and there is no way to get back up. Given it's fifty meters until you're off the map does it really even matter? What's the purpose of this? It just denies you the ability to use a ditch for cover when you're assaulting the cache there.

All of the borders are so small they might as well not even be there.