Stefan Stahl
Seituoda Taskforce Command Caldari State
25
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Posted - 2013.01.14 18:03:00 -
[1] - Quote
Hello.
I'd like to give some feedback on the general layout of Manus Peak.
Right now we have 3 objectives distributes over the map, each objective enriched with some more-or-less interesting structures to fight around, at times dotted with a CRU and a supply depot. Between the objectives there is mostly nothing with the exception of a few rocks .
I'd like to ask the map design team to pay much more attention to the area between objectives. This is where much of the fighting takes place and this is where map-control is established. The design team has introduced some very nice defensive structures at Manus Peak, but unfortunately those are exclusively placed between the home-spawn area and the closest objective. Today I actually got to fight in one of those and it was a definitely positive experience. However, a team seldomly gets red-lined so hard that the fight moves into those places.
To make the fighting between objectives more interesting I'd like to propose such defensive structures between the objectives. Ideally enhanced with supply depots and CRUs. This provides additional objectives to fight for and increases the number of strategic choices available to both teams. Care should be taken to allow HAVs enough space to maneuver around as well as providing sufficient cover from snipers to infantry on their way between the points of interest. This may necessitate an increase in overall map-size, but that can only be an improvement in my opinion. |
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
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Posted - 2013.01.15 21:32:00 -
[2] - Quote
i agree 100%. the 4 point map (the name slips me) is very well laid out, and one of my favorite maps, because it has the most "clutter", be it big, sometimes empty containers, platforms of various size, and/or vehicles/trailers. These things make the battles far more dynamic.
I think all maps would bennefit from these "defensive structures" the OP talks about, as well as more "clutter" that isn't focused around the objectives, but more "littering" the field. Also, these smaller clutter objects I would assume would be easier to throw into the maps as they are, due to all the rolling hills and uneven terrain. unless you could make it so random placement also leveled the ground under the obstacles, which would be preferable. |