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On Sunken Outpost

Posted: 26 Oct 2005, 16:31
by Pxtl
Just played Sunken Outpost for the first time yesterday - this is an inordinately wierd map, but also a very cool one. I've never seen a map where walling and staruburst missiles were so crucial to gameplay.

That being said, there is one incredibly frustrating feature - hovers can't seem to get up the rear ramps into bases. Usually after violent acts, the sandy dunes at the rear get too screwed up to make it. This makes the ramps pretty much uselss to everything but amphibs. Very frustrating.

Posted: 26 Oct 2005, 17:05
by hrmph
Thanks for the positive comments. I understand the issue with hovercraft, and will try to think of a solution. Anyone have any ideas? Lately I've been thinking about releasing a larger version of Sunken, maybe like twice the size of the original.

Posted: 26 Oct 2005, 17:10
by Pxtl
hrmph wrote:Thanks for the positive comments. I understand the issue with hovercraft, and will try to think of a solution. Anyone have any ideas? Lately I've been thinking about releasing a larger version of Sunken, maybe like twice the size of the original.
No, I love the size - it's rare to find maps that actually seem to be scaled appropriately to TAs gameplay. Most maps I run into I find are too large, too high-resource, and generally degenerate into a game of Krogoths-vs-annihilators.

Edit: perhaps the rear-ramp-slope could be constructed of cement instead of sand? And made more gradual? Oh, and a question for those that may have played this map more - what's the best way to get rid of dragon's teeth?

Posted: 26 Oct 2005, 17:14
by NOiZE
reclaim the teeth

Posted: 26 Oct 2005, 17:19
by Kuroneko
NOiZE wrote:reclaim the teeth
bah! bombard it or hours with plasma! </sarcasm>

Posted: 26 Oct 2005, 17:59
by AF
I tried playing it once the version of spring with reflective textures was released, and boy where those untis shiny, blindingly shiny.

Posted: 26 Oct 2005, 20:42
by SwiftSpear
Alantai Firestar wrote:I tried playing it once the version of spring with reflective textures was released, and boy where those untis shiny, blindingly shiny.
I heard that's acctually a screenshot of it in your avitar...

Posted: 26 Oct 2005, 22:07
by AF
=s How did you tell????

Re: On Sunken Outpost

Posted: 27 Oct 2005, 11:40
by PauloMorfeo
Pxtl wrote:... I've never seen a map where walling and staruburst missiles were so crucial to gameplay.
...
Pxtl wrote:... Oh, and a question for those that may have played this map more - what's the best way to get rid of dragon's teeth?
That one is, indeed, a nice map. Very diferent and tecnical gameplay.

I've played it many times and it's funny cause DTs aren't commonly a determining factor in my games.
If you're having troubles with DTs, use them to your advantage.
Like Azure, SunkenO is a map of artillery wars and slow (usually) ground conquest. So, be sure to build your artilery (pop-ups and friends). After your artilery is up, the oponent's DTs will become your advantage and his disadvantage if he want's to raid your cannons with ground units.
After a while, you will have softned whatever he had behind the DTs and you can, now, go build more artilery near his own DTs and benefit from they're defense or safely reclame them.

Much worst than DTs are the totaly undetectable mines.
If you want to see me foam from my mouth, build me some mines in, for example, Sunken. Of course, once i see them, flames will come out of my eyes, poison sprew out of every mouse click, every single command will be bloated with hate with the single goal of utterly annihilating the mines owner.

If there is any single thing in Spring that has ever made me feel like not playing it anymore (like for the remaining of that day), it is mines!
Have i mentioned i hate mines?

Posted: 27 Oct 2005, 12:50
by SwiftSpear
Haha, so true about mines. Little known fact, properly placed mines are the counter to pyro rushes. Min3 owned me doing that, even though I solidly beat him to L2, and took out lots of his early metal.