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Posted: 03 Jul 2006, 16:53
by Cheesecan
That concept map is seriously flawed, no matter if the middle is low ground or not.
For starters the metal in the middle equals several times the metal of the starting positions, which means the game will be entirely focused on the middle.
Thus in 9/10 games the first team to take the middle will win, as they gain a supreme advantage. Compare it to to having a huge handicap. All they have to do is porc and they'll win. They wont even have to attack, as LRPCs will do all the work. They'd also be virtually untouchable behind those walls of defense.
In no way would it be like the dynamic borders of WW1 trenches.
Posted: 03 Jul 2006, 19:20
by Fat Zombie
Cheesecan wrote:That concept map is seriously flawed, no matter if the middle is low ground or not.
For starters the metal in the middle equals several times the metal of the starting positions, which means the game will be entirely focused on the middle.
Thus in 9/10 games the first team to take the middle will win, as they gain a supreme advantage. Compare it to to having a huge handicap. All they have to do is porc and they'll win. They wont even have to attack, as LRPCs will do all the work. They'd also be virtually untouchable behind those walls of defense.
In no way would it be like the dynamic borders of WW1 trenches.
I guess the patches of metal in the middle are too big. If I made them too small, however, then there wouldn't be much incentive to claim them.
Unless I made them the same size as the starting metals; then it wouldn't be that much of an advantage, but it would be enough to provide an incentive to advance.
Any other improvements that can be made?
Posted: 03 Jul 2006, 19:33
by Forboding Angel
Hmm, noob mappers can really be a pain to get through to... however.
DO not make the middle a significant advantage to hold... Ever.
Reason being, first dumbass to build an atlas puts hiss comm in the middle. There is no reason not to do that. I know I would.
Plus. Maps like this really don't have any redeeming value. All you get is long drudged gameplay. Wrecks jsut screw gameplay up farther.
It's just bad map design.
I suggest you scrap this one and try again.
Posted: 03 Jul 2006, 20:07
by Fat Zombie
Forboding Angel wrote:Hmm, noob mappers can really be a pain to get through to... however.
DO not make the middle a significant advantage to hold... Ever.
Reason being, first dumbass to build an atlas puts hiss comm in the middle. There is no reason not to do that. I know I would.
Plus. Maps like this really don't have any redeeming value. All you get is long drudged gameplay. Wrecks jsut screw gameplay up farther.
It's just bad map design.
I suggest you scrap this one and try again.
Darn. I guess the whole concept of Trench Warfare is a bit bad then. Trench warfare is about attrition, about initial bombardment and then massed attack, which has no place in Spring.
Okay then, I'll think of something else.
Posted: 03 Jul 2006, 22:48
by Forboding Angel
Sorry

As an example, how often does "The Pass" get played?
Problem with maps like this is that it turns into an airwar really quickly. Who wants to move tanks/etc through trenches and get there in 30 minutes when they could jsut amass 100 brawlers and get there quicker?
Posted: 03 Jul 2006, 23:00
by Fat Zombie
Forboding Angel wrote:Sorry

As an example, how often does "The Pass" get played?
Problem with maps like this is that it turns into an airwar really quickly. Who wants to move tanks/etc through trenches and get there in 30 minutes when they could jsut amass 100 brawlers and get there quicker?
No, it's okay, you've already demoralised me. ¬_¬
And yes, you are right. Aerial battles would make it pointless; it's what they didn't have in WW1.
(Well, this was a map idea for DOW; it might still work there)