A small issue: Hovers cant acccess the 4 little islands with beaches on the sides in CA.
We'll probably end up increasing hover slope tolerance in CA, because all maps are made for kbot-like hovercraft. Id really prefer if hovers had less slope than vehicles, but i guess maps (most of them, not just this one) just arent made with that in mind and make most of thier shores kbot-steep. *sigh*
Warlord Zsinj wrote:I really like the texture on this one. I also think the greenish water is quite nice.
Again, I think this map also suffers from the heightmap issues that I raised in Saktoth's heightmap thread. There really are only two heights here, and the difference is only really made significant by the separation by an impassable barrier (the cliff). Just seems like the hills could be taller and of varying heights compared with each other. I'd imagine it'd make holding height more important, and just make the map look a little more interesting.
Try playing it man- the hills are of several heights, some are kbot-passable, some vehicle-passable, some kbot passable on one side and vehicle passable on the other, some only passable by air.
There are a few small little rolling hills vehicles can go up, and taller ones. There are, in fact, 3 distinct levels of height above the water (not counting the lowest).
Terrain is different in IW. There is little-to-no static d, so building on hills isnt an issue, units are so short that they cant even see over the lip of a hill and most weapons are beamlasers without arcs so you cant shoot over the lip of the hill, so its actually better to have peaked hills, vehicles and infantry arent on even footing to begin with so the balance in the positions they can access matters less, etc.