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One Problem With Forest Colony, And A Possible Fix!


9 replies to this topic

#1 Andi Nagasia

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Posted 27 May 2016 - 07:51 PM

so one of the main problems with the New(Reworked) Forest Colony is the Walls,
to most you all know what im talking about, to others let me show you,

Posted Image

these(Yellow) Walls Stop most from using the North East Beaches of Forest Colony,
in many ways your forces to rush inland to find your team in the Forest,

a Possible Solution?

Posted Image

Add Caves back to Forest Colony(Green),

in this Case the lower Cave will be a Follow Though,
big enough to have fights over, small enough to set a Trap,

the Upper Cave would be much like the Original Forest Colony Cave,
in this Case a Sea Entrance, and a Forest Entrance, with an Underground,
this cave would be Big Enough to put Theta and have Fights over,

Ceilings in the second Cave would be high Enough for LRMs,
Assuming they Are Fired within 400 Feet,

Also if the Flora was cut down in some Areas that would also be good,
too much of a Good thing is Bad and can be Cluttered,

Thoughts, Comments, Concerns,
Thanks

#2 DRACULATHEHUN

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Posted 28 May 2016 - 12:00 PM

me likey caves

#3 Tarogato

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Posted 29 May 2016 - 04:23 PM

Caves are a nightmare to do for level designers. Just change the prescribed areas to be open area with some dense brush and trees and I think it would be a good start toward fixing the biggest problem with this map.

#4 Not A Real RAbbi

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Posted 31 May 2016 - 03:27 PM

I like it. Also fine with Tarogato's suggested alternative. Anything that makes Forest Colony okay again. "Make Forest Colony Strong Again!"

#5 Andi Nagasia

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Posted 02 June 2016 - 01:24 PM

View PostTarogato, on 29 May 2016 - 04:23 PM, said:

Caves are a nightmare to do for level designers. Just change the prescribed areas to be open area with some dense brush and trees and I think it would be a good start toward fixing the biggest problem with this map.

Not Necessarily(Talking as a Level Designer My self)

if the Map is Done well, with Proper Tools, adding a Cave can be Easy,
assuming the Cave is Large(Entrance At-least 50% larger than the Unit Moving threw it)
its when you have Small Caves or Wonky Level Design that this becomes a Problem,

PGI has already shown they can do Caves/Tunnels well(Crimson Straight)(River City)(HPG)

#6 Aleksandr Sergeyevich Kerensky

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Posted 07 June 2016 - 05:53 PM

I miss the old cave of get stuck everywhere!

Please bring that back so massive traffic jams can collide into a blind nightmare of screaming hell!

#7 Thorqemada

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Posted 08 June 2016 - 02:41 PM

The fundamental flaw of this map could be solved with dynamic objective locations that are randomly placed each time a match starts.

#8 Lolo van Trollinger

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Posted 10 June 2016 - 07:11 AM

look at the big Caves in Vietnam. cave. hmmm. hideaway. sneakapeekapewpew.

anyone remember the cave battles of the Grey Death Legion in lore ?

#9 Kurbeks

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Posted 10 June 2016 - 10:26 PM

Possible fix - remove map from Rotation or give old forest back

#10 Darth Futuza

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Posted 21 June 2016 - 10:11 PM

View PostThorqemada, on 08 June 2016 - 02:41 PM, said:

The fundamental flaw of this map could be solved with dynamic objective locations that are randomly placed each time a match starts.

While this is a cool suggestion, that's more of a core gameplay design problem then a map one. I'm all for dynamic objective locations in some new gameplay mode though.





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