Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
246
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Posted - 2013.07.23 20:52:00 -
[1] - Quote
the maps atm are in need of improving and although forumers are more interested in balance this comes into balance as well. issues that will rise from ideas can be rendering capability's and AV balance, and trooper vs trooper balance so after each suggestion I`ll mark off if it would work why or why not and I hope everyone can add to it.
Canyons, in the E3 build on skirmish 1.0 we had an amazing map (yes the mode was imbalanced but the map was good!), small bridges with small installations covering them, foot hills going to vantage points and in crevices only infantry could go, some rubble for cover, and roads for the vehicles. if we were to bring them back and put them in [place of city's and would be a change of pace and can show what maps can be rather then what we have now which doesn`t have much counter measures to a strong point. why replace city locations with a canyon though on some maps? well its randomly generated so its only a 20% chance of getting it on certain maps but tis because tanks will have the same issues with canyons as in city's, but with canyons it can be a little roomier and a few more roads. In addition we need look out points for snipers, so if we were to make a few hills, most only troopers can get to but one for ground vehicles as well, it will allow look-out positions on roads and on top of the canyons, the counter measure will be in the canyon`s itself, your hidden and since its a hill its shoot able, rather then piping in some maps which is vertical to the main field of battle. we can introduce bunkers in strategic locations, as I see the maps now bunkers aren't used and its a disappointment of their current uselessness. for those who remember where the L turret installations where are good fits for bunkers. we got choke points like the bridge I mentioned, AV cleared, sniper cleared, gunfights bring in ranges from AR-HMG to SG range, we got thin paths, broad paths and when ever some one gains the high ground, especially on top of the canyon he/she is a target to all, no ladders required!
a few things for the plants are trees, they can be to much to render so why not 5 foot plants that rise up then arch to provide cover without a bunch of branches and stuff to help rendering, look and appearance.
spurs and fissures, clear air sucks and the particle effects were removed, true they needed improving but a little more smoke to make the world feel lively, what we have now is barren but even worse, its dead. lakes can make this feel like a habitual planet and makes positions defendable with laser rifles and lv4 ranged weapons alike. if we can get a lake and a long bridge on a map it would be cool, like in the expectations of DUST514 trailer, although it didn`t appear AV expectable it seemed like a good choke point.
issues I find with city maps is a wide open outside and a close quarters inside, its anti vehicle, the choke points aren`t used since when attacking the city you have no cover between the enemy and you and results in redline issues, vehicles have no cover and rely on speed, if we get the canyon lay-out I think it will be the 1st step towards map improvement. |