pbiggz, on 03 February 2015 - 06:36 PM, said:
The primary issue with this map is simple. The area in the yellow square, is the ONLY PLACE you see combat, while the area in the purple square rarely sees combat at all, save for the end of games in which pugs have been extra-rolled. Same with Boreal Vault, same with Helbore Springs. Such a massive swathe of the map is rendered nothing more than a time delay for the attacking team. Why design all that space if you wont even use it, it looks marvelous on the new map and its a ******* shame it goes to waste.
Not meant to be a be-all-end-all map, but just an example of how simple it could be to make a more interesting CW map. Take note, although there are gates that serve as moderate choke points, there are no LANES and there are plenty of options inside the base as well as outside for cover from fire and stealth.This ENTIRE map has strategic value, not just the gates as choke points. If you wanted to attack the south gate you could circle wide around and the buildings would give you cover, if you wanted to attack the north gate AND west gate you could split your forces under the cover of the cliffs. If you wanted to attrition you could use the river and lake to help you cool down, its these sorts of things that make the outside of the base far more interesting, and once inside, its not merely choke points.
The c3 gate in Helbore springs is awesome, it has lots of places where attackers and defenders alike can circle around and hit you from the rear, while the G3 gate has no such thing, and is just a bottleneck for lurm boats and snipers. Let the inside of the base be a place for pure brawling, where the defenders and attackers can both use narrow streets or passes that circle around one another to try to get the advantage on their opponents.
Highlander's frustration comes purely from the map being so much less than it could be.
mike29tw, on 04 February 2015 - 12:18 AM, said:
This. Make this map a reality please.
Btw, what would you say if we put some ship wreckage in the open water to provide more option of approach?
why? that map has also lanes, 3 of them tbh. don't see much difference. very much like sulfurous, why? well the 3 lanes are between the green hills, and resemple the gates of sulfurous. past the gates of sulfurous are many smaller industrial like buildings, which resemble very much the "urban like" surrounding of that map.
So basically they are both the same design of a map, jut looking different.
The only new is the open water, where no sane individual would go to without being sniped to death.
this map is tbh a 5 minute rush map tough the gates, open the generators, because they are horrible close to each other and then go to omega.
So the map does look different, but will not play different, except you have 2 pugs doing god knows what wird thing.
But indeed the map would be by visuals a nice addition and feel different by the looks. But it does not change the lane mechanic.
zortesh, on 04 February 2015 - 12:30 AM, said:
I highly doubt he ever said "wow all these lanes make battles amazingly easy to perdict and provide so many convenient chokepoints!"
guess what? if you set up a defense for a tactical spot, you will very like try to choose terrain that ahs thse lanes, because your attackers pathes will be predictable.
You don't build an important military facility in a "fair" spot.
Edited by Lily from animove, 04 February 2015 - 02:06 AM.