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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Map Feedback » CTF Map Feedback

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Map Feedback - CTF Raindance

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 Map Feedback - CTF Raindance 
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Haar-like
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Joined: Thu Mar 01, 2012 8:52 am
Posts: 122
Post Re: Map Feedback - CTF Raindance
Can't wait to see how it works out
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Fri Jun 22, 2012 5:16 am
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Firerizer
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Joined: Fri Oct 29, 2010 8:35 pm
Posts: 1318
Post Re: Map Feedback - CTF Raindance
I can drop 3 FMD mortars into the backdoor and take out the generator
from a reasonable distance outside.
Maybe, a longer rear approach or crook would help here?
Access for dealing with turtling appears to be the motivation.
But, I would prefer a need to actually engage the gens from the interior of the room.
Appears to be to direct and streamlined from the rear.


Fri Jun 22, 2012 5:36 pm
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Safaex
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Joined: Thu Dec 15, 2011 8:55 pm
Posts: 354
Location: Sweden
Post Re: Map Feedback - CTF Raindance
The added entrance pretty much solves the turteling problems, gj. But like above poster states it allows for some easy spam into the gen room from outside. Maybe make the entrance similar to the main entrance where it is semi-open (with a wall blocking straight forward entrance)?


Fri Jun 22, 2012 6:12 pm
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Leaven


Joined: Fri Feb 03, 2012 5:46 pm
Posts: 151
Post Re: Map Feedback - CTF Raindance
Ok, I'm glad to see we have a new entrance, but did we really need one that is SO easy to access? I've just been playing on this map with the change and I can tell you Raindance has gone from being the hardest map to destroy the gen to one of the easiest. As the above poster said you can just spam the door and kill EVERYTHING inside the base, there is no point to setting up defenses. I know it needed a change but really, it still does.


Fri Jun 22, 2012 9:45 pm
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Entropy
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Joined: Thu Feb 12, 2009 5:00 am
Posts: 292
Steam Gamer Name: sianmink
Post Re: Map Feedback - CTF Raindance
Leaven wrote:
Ok, I'm glad to see we have a new entrance, but did we really need one that is SO easy to access? I've just been playing on this map with the change and I can tell you Raindance has gone from being the hardest map to destroy the gen to one of the easiest. As the above poster said you can just spam the door and kill EVERYTHING inside the base, there is no point to setting up defenses. I know it needed a change but really, it still does.


gen is so inconsequential to raindance flag defense it doesn't matter much, but a ramp like the front of the building has would at least stop direct spamming of the interior. =P


Sat Jun 23, 2012 1:11 am
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Mouse1223


Joined: Mon Jan 16, 2012 2:08 am
Posts: 5
Post Re: Map Feedback - CTF Raindance
The new entrance seems like there was "no" thought what so ever taken as to how to fix said problem of either getting into the generator room or re-taking the Gen room should the enemy take it from you. Nice job Hi-Rez on fixing this issue :roll: . I think had there been some more thought in this it would have been a much better solution to the problem with out creating a bigger problem. 8-)


Sat Jun 23, 2012 5:31 am
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Spinebuster


Joined: Fri Dec 23, 2011 8:28 pm
Posts: 397
Post Re: Map Feedback - CTF Raindance
Yes, thats definitely a poor choice of where to put the second entrance at. A better option would have been an underground tunnel that lead to the gen room. If the gen room was bigger on this map it wouldnt be as much of an issue.

Im guessing they didnt fix the mines on the flag yet either.


Sat Jun 23, 2012 7:33 am
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VonSchlupeurk


Joined: Sun Dec 11, 2011 6:05 pm
Posts: 448
Post Re: Map Feedback - CTF Raindance
I think it needs a covered branching entrance , like Arx Novena.

Still trivial to guard with motion sensors or a drop jammer , so it's down to heavies to clean things up.
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Sat Jun 23, 2012 9:13 am
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DemoEvolved
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Joined: Tue Apr 06, 2010 10:28 am
Posts: 2032
Post Re: Map Feedback - CTF Raindance
Crossposted

YES, when Raindance flag was camped inside it is unbreakable.
YES, when that happens it sux bigtime
YES, solution needed.

However, the new entrance is the definitive favored entrance you would be an idiot for going in OR OUT by the front entrance now. - that's like flipping the map feel upside down.
If this was an original map creation, then i guess fine, but its really too O-skew.

The extra entrance seems indefensible when flags are at home, inf just walks in, can snipe in from hills behind, theres no saboteur commitment.

I REALLY liked the idea of a tunnel from the second floor of the flag tower leading to the main floor behind the back column inside the base. That would still be a "lesser" entrance.

https://dl.dropbox.com/u/6342509/Tribes ... ndance.jpg

https://dl.dropbox.com/u/6342509/Tribes ... ndoors.jpg

So as a gen o, I could crash the front door for a rush or I could spend the energy and risk mines to go up to the already defended flag, then drop down, go through a winding tunnel and get to the main floor at the back wall of the base. More time, but pretty safe once you are in the tunnel with lots of cover.

Remembering that narrow twisty corridors favors offense, eg. Drydock

Under this solution, if you wanted to increase offense even more, once the player was in the tunnel between the tower and the base, you could branch into 2 entrances to the main room, this gives a loop near the genroom just like in Drydock which makes it really easy for offense.


Sat Jun 23, 2012 10:59 am
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Renthrak


Joined: Thu Dec 29, 2011 2:05 pm
Posts: 180
Post Re: Map Feedback - CTF Raindance
I'll drop in another vote for a more complex second entrance.

I don't mind having a second way into the gen room for Raindance. I was happy to see it in the patch notes. But the hole cut into the back wall of the base isn't the way to do it.

I appreciate that HiRez is trying to make the maps better, but I hope they're willing to continue to work on this one.

I also think a tunnel makes more sense, in one form or another.

As long as there is a second way into the gen room, that will reduce the problems that called for a new entrance in the first place. It doesn't have to be an easy way in, and I don't think it should be.


Sat Jun 23, 2012 12:52 pm
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