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Meuse River / Re: Meuse River 64
« on: 22-07-2011, 18:07:33 »
I liked this map right away -- the looks and feel, the flag lay out, the liberal use of ABC code, the heavy wooded hills mixed with an urban center.... The vehicle load out is great too. It's the one i've played the most from the new release and one very much needed tweak has become apparent after dozens of full server sessions:
Open up the buildings at the flags, especially Town Center, and Com HQ.
You can count on one hand the amount of buildings you can actually go inside of between these two flags, even though they are densely littered with buildings. This gives the map there a kind of fake, set piece feel instead of a real living map that can be interacted with. That may be the most important reason to give more buildings one can actually enter and use.
But moreover, there are 2 very significant impacts to game play as a result of there being no usable buildings.
1. Arty is overpowered on this map. There is nowhere to take cover, that tree won't help you anymore than that stone townhouse because you can't get inside it! I am spawnkilled by arty on this map almost constantly when fighting at the flags.
-People would be busting in windows and doors to use these buildings -- what happened to the destructible statics that you used to make use of? How about making most of the town locked up at first, but players can bust into the buildings? Just a random thought.
2. Because there is no where to hold up (other than a couple buildings that are flag locations and way too obvious to remain due to constant HE shells) everyone is always on the move on this map. This gives this map that willy nilly, ring around the rosey, flag chasing style of play instead of a more deliberate capture and hold feeling that you are trying to achieve through map creation. Flags will rise and fall on any map, but this one has no sense of battle lines and sustained firefights even though on paper it looks like it should -- why? Because there are no buildings to set up a command in and remain alive for any length of time.
Open up the buildings at the flags, especially Town Center, and Com HQ.
You can count on one hand the amount of buildings you can actually go inside of between these two flags, even though they are densely littered with buildings. This gives the map there a kind of fake, set piece feel instead of a real living map that can be interacted with. That may be the most important reason to give more buildings one can actually enter and use.
But moreover, there are 2 very significant impacts to game play as a result of there being no usable buildings.
1. Arty is overpowered on this map. There is nowhere to take cover, that tree won't help you anymore than that stone townhouse because you can't get inside it! I am spawnkilled by arty on this map almost constantly when fighting at the flags.
-People would be busting in windows and doors to use these buildings -- what happened to the destructible statics that you used to make use of? How about making most of the town locked up at first, but players can bust into the buildings? Just a random thought.
2. Because there is no where to hold up (other than a couple buildings that are flag locations and way too obvious to remain due to constant HE shells) everyone is always on the move on this map. This gives this map that willy nilly, ring around the rosey, flag chasing style of play instead of a more deliberate capture and hold feeling that you are trying to achieve through map creation. Flags will rise and fall on any map, but this one has no sense of battle lines and sustained firefights even though on paper it looks like it should -- why? Because there are no buildings to set up a command in and remain alive for any length of time.