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Alterations To The Current Maps.


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#1 Spleenslitta

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Posted 31 March 2015 - 01:09 PM

I wanted to discuss the maps but apperently i can't post images of the maps here....weird stuff.
Oh well...at least i managed to get the coordinates there. Experiment more with the images tomorrow after work.

As you know there are some maps that have spots with next to no activity. I just want to make some suggestions to get some activity there.
Make note that i'm talking about the shapes of the maps here...not temperature.
If you want temperature lowered/heightened on a map please find an appropriate thread or make your own.

First up. HPG Manifold. About 2/3 of the map surface is barelly used.
Posted Image

The moonsurface areas outside the center sees no action except when someone tries to run away from defeat or disconnected guy is destroyed.
Areas D2-3, E2-3. F2-3, G2-3-4, A4-5, B4-5-6-7, C6-7-8, D7.

If you filled the C3 and maybe B3 out more you would see big changes already i think.
It doesn't need to be all metal if that's problematic. Just some more moonlandscapes. Craters.
You could also make tunnels that connect to the cellar area in the center as well as the opposite sides of the map.

You could even do both tunnels and moonlandscapes.

You would have to change spawn locations a little bit since the red team in the picture would have an initial number advantage.
But if you filled out F6 and maybe E7 G5 out that would not be necessary.


Next. Forest Colony (both summer and winter version). All that open water barelly sees use.


We sometimes do a rush across the water but H6 i6-7-8 G3 sees little action since that's only open water and unclimbable walls.
I suggest filling out F2 G2 H3-4-5 i5-6-7-8 and maybe i9 and H2 with some land.
This would make more tactics available and make this less of a rock, paper, scissors map.

Sometimes this map becomes a slugging match where only a few dares to cross F5-6 E7 passage since they are guarded by sniper's and LRM boats with brawlers waiting on either side of the E7 passage.

The tunnel has it's very own dangers of course. Go there and you risk meeting half the enemy team headon.


Next. Crimson Strait. We only have 3 routes to confront each other on this map and 2 of them are very close togheter.



The pass (saddle), tunnel and downtown (B3) are the most often used routes.
I sometimes go down B2 to C3 but the slower mechs tend to avoid that route to get to combat quicker.

Right now we see little activity in A1-2-4-5-6 B1 D1 E1-2 F1 G1-2 in the water.
I don't think there is a cure for these coordinates unless the map is completly reworked.
I would not suggest that.

Instead how about we focus on getting more activity in F1-2-3-4 E5-6 and the area marked Terminal?
Getting another mountainpassage or tunnel from F4/E4 to E5-6 would probably liven up F2-3-4 for certain.
Maybe even G2 if it is reworked a bit.

Next. River City. Both night and day. Not much to say on this map.
The open water in the entire J line serves no purpose whatsoever. i5-6 H5-6 has open water except for some shallower water.



Get a lighthouse or another bridge between H4 and H7. Maybe even a bridge with some foundations in the shallows.
Height enough under the bridge for boats and mechs to pass under of course.

Next. Caustic Valley. It's one of my favorite maps but there are still areas that aren't used much.
Such as the Sauna as i call it at C4-5-6-7-8 B5-6-7 D7-8 and the pool at G6-7-8 H7-8.



What could be done to make these areas used again? Should something be done?
I just don't know....i'm especially hoping somebody would talk about these areas since i have no idea what should be done.

If you have any ideas please share.
I won't say anything about the other maps for now since got no idea what to say about them for the moment.

Edited by Spleenslitta, 31 March 2015 - 01:10 PM.






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