salan
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« on: August 07, 2008, 03:49:05 pm » |
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looking at the results of TLS it is 90% of the games played on Argentan are in favor of whichever attacking force starts in the forest.
both sides have had their start there and each time they have won 9 out of 10 games.
might want to consider some changes for the city defenders, maybe make teh city further into the fields with sturdier houses on the edge so they can defend?
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BoDyBaG2224TLS
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« Reply #1 on: August 07, 2008, 03:53:34 pm » |
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Break up the cities territory some more perhaps?
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Warbirds
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« Reply #2 on: August 07, 2008, 03:57:29 pm » |
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This couldn't have been a PM?
Send me your 'requirements' in a PM, then I'll look at it.
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salan
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« Reply #3 on: August 07, 2008, 04:21:21 pm » |
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oi was thinking I wouldn't have the best suggestions, wasn't meaning it to be a flame, i love the map.
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BoDyBaG2224TLS
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« Reply #4 on: August 07, 2008, 04:21:36 pm » |
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It's a good map Warbirds it is just that most maps have fighting in the center but this is off to the side so making the city bigger or adding more territories I think could fix it.
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Tymathee
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Posts: 9741
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« Reply #5 on: August 07, 2008, 04:36:09 pm » |
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I think the entrances need to be fixed on the east side since it seems like everyone heads down the road. I had the top side during the game i played and was never attacked. i had to initiate and it wasn't until my teammates got pushed back that i got attacked.
also, since a lot of maps have fighting in the cities, how about making it so that when the allies come in they're not coming right into the city but there's a small field so there's a small bit of open ground. also firing lanes are for shiite for at guns...
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"I want proof!" "I have proof!" "Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
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Warbirds
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« Reply #6 on: August 07, 2008, 04:42:23 pm » |
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Keep in mind for everyone that wants the map larger, which seems to be most of you, that it will only be a 4v4 from now on if I decide to make it larger.
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Tymathee
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« Reply #7 on: August 07, 2008, 04:44:09 pm » |
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ok...how about making it thinner and longer
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SnarksTLS
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« Reply #8 on: August 07, 2008, 04:56:20 pm » |
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We might also want to take a look at the player balance. Half of the Allied players on the recent battle reports are most likely new as I have not seen them around before.
Aside from that, I believe there is a MCP imbalance towards the attackers from the forest.
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ChefarztTLS
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« Reply #9 on: August 07, 2008, 05:04:49 pm » |
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Could be coz coz if u have half the city as attackers the guys spawning in the city are forced to retreat.
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Warbirds
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« Reply #10 on: August 07, 2008, 05:07:11 pm » |
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Ok, territories are perfectly even, I should know, since I had to do the sectors over and over until I got it right for you guys.
Sectors are like this:
3 4 4 5 4 4 3
From left to right it goes from the city spawn to the fields spawn, where the 5 sectors are situated in the divide of the city and fields. Don't believe me? Look in your tactical map (numpad 0 button) to check.
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ChefarztTLS
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« Reply #11 on: August 07, 2008, 05:14:27 pm » |
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Well perhaps ur right but i just had a 15 minutes game where we managed to get half of the sectors in the city and suddenly the retreat now message came up. (We were starting on the fields)
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DerangedTLS
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« Reply #12 on: August 07, 2008, 05:15:03 pm » |
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That doesn't make the map even. The problem with your map is really the street layout. It makes it impossible to properly support your allies in the city, while outside, they can organize much better.
I DO like it, though. Fun to play in.
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Warbirds
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« Reply #13 on: August 07, 2008, 05:17:18 pm » |
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The thing with the sectors, the fact that the middle is 5, (which is not an even number, btw,) you have to hold at least 3 of those to get the bleed, if the enemies have all of their sectors capped. And uh, it's really good to hear people just... ya know, pointing out every single thing that bad. Really gets makes me feel better.
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salan
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« Reply #14 on: August 07, 2008, 05:19:30 pm » |
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its not about making you feel good and cheery, or bad and horrible. shouldn't be looking to this lot for acceptance anyways.
its a great map, But I think its too restrictive on the city fighters to get into those 5 center areas and possibly to fragile for them to hold their edge of town.
its a iffy part of it all, usually those houses fall REALLY easily, due to structural damage and what not. maybe shoring them up some would help?
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Warbirds
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« Reply #15 on: August 07, 2008, 05:22:02 pm » |
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Explain 'shoring them up', would you?
Do you mean putting sandbags and such in front of them?
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Tymathee
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« Reply #16 on: August 07, 2008, 05:28:07 pm » |
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i think he means making them stronger. putting more health into them so they dont fall as quickly.
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salan
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« Reply #17 on: August 07, 2008, 05:35:58 pm » |
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Explain 'shoring them up', would you?
Do you mean putting sandbags and such in front of them?
no, i know they have a lot of structural damage, and their health bar can be at half health and the building still fall because it loses to many wall pieces. perhaps LESS visual damage, and the same health bar? i never put anything in those buildings because of that.
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Tymathee
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« Reply #18 on: August 07, 2008, 05:40:16 pm » |
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me neither, i just got scared off... case in point. my howie got 10+ building kills from only 3 volley's
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BoDyBaG2224TLS
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« Reply #19 on: August 07, 2008, 05:46:04 pm » |
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True, or you can change the structural damage to the roof.
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