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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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Sega


Joined: Tue Jan 10, 2012 7:43 am
Posts: 55
Post Re: Map Feedback - CTF Raindance
presheaf wrote:
This map is glorious.

Indeed.


Thu Apr 12, 2012 8:43 am
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Safaex
User avatar


Joined: Thu Dec 15, 2011 8:55 pm
Posts: 354
Location: Sweden
Post Re: Map Feedback - CTF Raindance
Easily the best map in the rotation, at least for those who likes going fast, and I think heavies can get around if they use knockback with own weapon quite well too. A few changes I'd like to see though. I know this map is very emotionally loaded for some so they're just suggestions, I can live without them.

-Alternative back entrance to gen room, when two heavies decides to make it inaccessible, they can.

-Tower is too easy to cluster f*** up and wall-in, without strikes it is almost impossible to get the flag if two enemies or more (which often is the case) sets on defending it. Current design:

---------------------
|.... _______ ...|
|....|XXXXXXX|...|
|....|XXXXXXX|...|
|....|XXXXXXX|...|
|....|_______|...|
|............F..........|
---------------------

I know my skills in demonstrating here blows your mind, here's the suggested design:

---------------------
|....________....|
|....|XXXXXXX|...|
|....|_______|...|
|........................|
|............F..........|
|........................|
---------------------

Gives cappers a bit more space to work with but mainly easier to shoot deployables before landing! Also the edges of the standable area on the tower makes you either bounce up in the air or take damage as though as you ran into a wall. Pretty much makes it impossible to slide along the tower floor without being caught.

-The hills are screaming for grass! I know the 3d models of grass and bushes which you mainly use takes way too much cpu to cover whole fields with, but look at for example Dear Esther, uses 2d sprites and it looks amazing, probably uses very little cpu as well.
Here's a trailer to demonstrate what I mean:

http://www.youtube.com/watch?feature=pl ... 7VJ4lP-05A

Last edited by Safaex on Thu Apr 12, 2012 9:01 am, edited 1 time in total.

Thu Apr 12, 2012 8:56 am
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Eldiran


Joined: Thu Mar 15, 2012 5:26 pm
Posts: 256
Post Re: Map Feedback - CTF Raindance
Great map!

However I agree there needs to be another entrance to the gen room. As it is this is the easiest gen room to defend in the entire game, thanks to:

- one entrance
- plenty of spots to look down on the entrance from
- inventory stations inside the room
- no way to attack into the room from afar


Thu Apr 12, 2012 9:00 am
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Sega


Joined: Tue Jan 10, 2012 7:43 am
Posts: 55
Post Re: Map Feedback - CTF Raindance
I don't think that the gen room need a second entrance. It's fine how it is. Especially on a server with naked spawns.


Thu Apr 12, 2012 10:11 am
Profile
oltzi


Joined: Wed Dec 14, 2011 3:06 pm
Posts: 1
Post Re: Map Feedback - CTF Raindance
So the genroom entrance is big enough to get a beowulf through:

http://olzi.kapsi.fi/kuvat/raindancebeowulf.jpg

You just have to wedge it in, and then patiently move it forwards and backwards. The beowulf does sometimes explode after getting stuck. After you get it through you can sit in it and bomb the crap out of anything that tries to come in.

Great map otherwise, although it does make you miss the bomber/transport from previous Tribes when playing as a heavy.


Thu Apr 12, 2012 11:13 am
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Argaont
User avatar


Joined: Tue Feb 28, 2012 10:21 am
Posts: 709
Post Re: Map Feedback - CTF Raindance
Adorable map.
But. There is always "but"...

This is only my feelings maybe i'm wrong, but this map can become little better if we change few things. More aesthetic question than really necessary change.

First of all, design of base structures. They look alien to their own base. For example Turret texture is too dark (pic 1). Turret and the building not fit to each other. And take a look at Turret and Radar placement, they just can't be there. Place them here (pic 2), on little platforms.
http://i40.tinypic.com/v5fsyx.jpg
http://i42.tinypic.com/qpfk47.jpg

And the flag tower. Curious... i don't see the purpose of this "room". Shouldn't a blue tube be there?
http://i41.tinypic.com/15wniif.jpg
_________________
Birmancat. Infiltrating your base 24/7.


Thu Apr 12, 2012 11:30 am
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vifoxe


Joined: Mon Oct 25, 2010 9:57 pm
Posts: 554
Post Re: Map Feedback - CTF Raindance
Sega wrote:
Molybdane wrote:
The map is unplayable as a heavy, particularly if you're a brute.

Really? How about some disc jumping?
http://rghost.ru/private/37542202/1c02f ... 5619c0706e


Cute, now try doing that from your own base and not from the top of a hill.


Thu Apr 12, 2012 11:45 am
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katarn109
User avatar


Joined: Wed Feb 09, 2011 12:08 am
Posts: 243
Location: São Paulo, Brazil
Steam Gamer Name: Joseph BR
Post Re: Map Feedback - CTF Raindance
vifoxe wrote:
katarn109 wrote:
Hi-rez finally you're better than any, i say anything that touched tribes IP after dynamix.


The only thing hi rez did was take an old map and make it pretty, and they still screwed it up by not realizing their physics doesn't work for RD's current form.


shh don't make em angry or they would not bring more old maps. :lol:


only thing that makes it bad is the lack of jet power and an HPC.
_________________
Image


Thu Apr 12, 2012 12:53 pm
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wooser
User avatar


Joined: Sun Jan 29, 2012 4:07 pm
Posts: 695
Post Re: Map Feedback - CTF Raindance
I get that this is a legacy map and the terrain is great and all, but this is the easiest to defend map ever. Only 1 flag route and only 1 gen entrance that's extremely heavily entrenched.

I know people will hate seeing any kinds of changes to the map cause they're all stuck in 1998 but god d*** if you don't want the general playerbase to hate the map, add another door to the flag tower to add front/back routes and open up the grates on top of the rest of the base to give a second gen entrance that's still highly visible.

DMB on this map can be played blind with 500 ping and only 1 hand, it'll still top the scoreboard.


Thu Apr 12, 2012 1:05 pm
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Sega


Joined: Tue Jan 10, 2012 7:43 am
Posts: 55
Post Re: Map Feedback - CTF Raindance
vifoxe wrote:
Cute, now try doing that from your own base and not from the top of a hill.

It's the spawn point.

wooser wrote:
add another door to the flag tower to add front/back routes and open up the grates on top of the rest of the base to give a second gen entrance



Thu Apr 12, 2012 2:03 pm
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