Okay so this I got so far. Also, 2nd deploy is placed at harby spawn for now, basically the only place i could think of too add another deploy without major redesigns or major changes to flow of map.
IAS|Spiff said:
hmmm, there are some spots on top of the gen inside the cave. where u get stuck...when climbing the montan..not mutch
Ok that's easy enough make mountain steeper.. Not really supposed to be able to get up there anyways(though I know you can)
petCROW said:
Good map, maybe make the tank/raptor spawn longer.
flack ho said:
That one works for me.. Wasn't it you flackho that told me to lower the spawn times from what I had them set at originally in earlier versions of this map?
flack ho said:
o yeah and the turrets fed up with being killed by those as they are too hard too hit from a decent range aka close
Well, added more cover to near base. Unfortunately, it's rocks made of terrain otherwise I lose the massive improvements made to FPS. Probably, the best way to deal with that..
fireball said:
Ooops, sorry haven't it played it there. (radar thing comes under the specific cosmetic problems
)
IAS|Spiff said:
Very nice map, but could it be possible to decrees the ranger's sight. Insted of building more cover at base, make some fog ??
It's to easy for a ranger to stand upon the hill's, and take out base defenders... i always play as a gunner(and i don't complain about maps )
I'll tinker with the fog some more. Problem is map starts looking ugly if I bring fog in too close.
llam0rz said:
defenders in the node get annihilated by a tech on the above platform lobbing gas grenades into the EXTREMELY confied node room. Maybe if that was a TAD more spacious..
No can do, TBH. It would require a complete redo of the bases.. There's not much roombetween the blisters in the node room and the outer ring. Also, the hallways into the node really can't be made much steeper. However, Xaero did say this , which I will play with:
Xaero said:
Could add a particle affector (sp?) in the node room to blow out any gas. Perhaps setting up the occulding to BSP so it doesn't effect the rest of the map? Just a thought.