Submitted For Your Consideration, A Better Cw Map Idea?
#1
Posted 28 December 2014 - 04:14 PM
im certain im not the first person who's thought of this.
#2
Posted 28 December 2014 - 04:16 PM
Edit: How could I forget Griffin Base or the Palace on Kentares IV? Add something like them too.
Edited by TheSilkenPimp, 29 December 2014 - 03:26 PM.
#3
Posted 28 December 2014 - 04:19 PM
#4
Posted 28 December 2014 - 04:21 PM
#5
Posted 28 December 2014 - 04:39 PM
I think in this case the defenders would have to be able to open the gates though.
Edited by Serial Peacemaker, 28 December 2014 - 04:40 PM.
#6
Posted 28 December 2014 - 04:48 PM
A big flat Urban map with a huge fortress in the middle like this would be welcome variety in CW.
#7
Posted 28 December 2014 - 05:04 PM
#8
Posted 28 December 2014 - 05:12 PM
#9
Posted 28 December 2014 - 05:13 PM
#10
Posted 28 December 2014 - 05:16 PM
Edited by pbiggz, 28 December 2014 - 05:19 PM.
#11
Posted 28 December 2014 - 05:19 PM
pbiggz, on 28 December 2014 - 04:14 PM, said:
im certain im not the first person who's thought of this.
#12
Posted 28 December 2014 - 07:02 PM
#13
Posted 28 December 2014 - 07:05 PM
pbiggz, on 28 December 2014 - 05:16 PM, said:
Making the lances spawn in the same LZ eliminates the purpose of one, if not two, of the gates depending on which LZ you use. On top of that, it ends up being no better than the two maps we already have.
#14
Posted 28 December 2014 - 07:10 PM
#15
Posted 28 December 2014 - 07:13 PM
Farix, on 28 December 2014 - 07:05 PM, said:
i disagree, the point im trying to make is an open map concept like this gives the attackers and defenders more tactical options. The other two gates are just as vulnerable as the nearest one, and if the defenders think the way you do, its entirely possible they wouldnt be expecting an attack on the other gates. What im trying to do is present an alternative in which the game is more open and less focused on lanes and choke points.
Serial Peacemaker, on 28 December 2014 - 07:10 PM, said:
remember the grey box in the middle is supposed to represent city. Specifically, a dense metropolitan area, with narrow streets, tall buildings, etc. Something that disrupts line of sight for both attackers and defenders, so it wouldnt be that cut and dry for either side.
Edited by pbiggz, 28 December 2014 - 07:13 PM.
#16
Posted 28 December 2014 - 07:26 PM
#17
Posted 29 December 2014 - 03:12 AM
Ideally, scouting should be so important that the defenders will want to send out 2-4 light mechs to determine where the next attack is coming from. Ideally, it should be too risky to just stay in base, because the map should punish defenders who aren't able to adjust position as required. The map should punish teams who stay with the Orbital cannon in 12 king crabs.
And this is where your map fails, in my humble opinion. With a base shaped like that, the defenders have neither the need nor the ability to move around much. They're basically all at the same place and there's no incentive for leaving the base. If there's one good thing about Sulfur rift, it's the fact that defenders are often required to move around a bit more, depending on where the attackers are sending in mechs.
The gates need to be further apart, I think. There should also be more turret defenses close to the gates, and less turrets close to Omega. This allows the defenders to spread out more, and punishes them for simply hugging Omega.
I actually think it would be better to place each gate at the tips of the triangle, with lots of turrets. This makes each gate easier to hold, allowing attackers to spread out more. But it also makes it a lot more difficult for the defenders to relocate, and it makes it difficult to hold Omega. Camping Omega would just let attackers take out all the turrets and generators and then start zerg rushing the fragile Orbital Cannon.
#18
Posted 29 December 2014 - 07:58 AM
#19
Posted 29 December 2014 - 08:41 AM
pbiggz, on 28 December 2014 - 04:14 PM, said:
im certain im not the first person who's thought of this.
The main problem I see with this map which has already been mentioned is that the attackers are too far away from each other. They need to spawn closer to each other for both protection and coordination.
I have interesting suggestion for the map though. move the base to the coast and remove that wall there. That way attackers can choose to go in from the sea but have nearly 0 cover. Of course a base would use the area for docks and such but have lower buildings and a dry dock to prevent too much cover. Also put some turrets right there where they can help repel a sea attack.
#20
Posted 29 December 2014 - 10:56 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users