• Hi-Rez Studios
  •  Language
    • English - United StatesEnglish
  • Games
    • SMITE
      • Home
      • Refer A Friend
      • My referrals
      • Gods
      • Items
      • Player Stats
      • Teams
      • Leaderboard
    • Tribes
      • Home
      • Refer A Friend
      • My Referrals
    • Global Agenda
  • Support
  • Store
FAQ • Login • Register

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

All times are UTC - 5 hours [ DST ]


Map Feedback - CTF Raindance

Moderator: HiRezKP



Post new topic Reply to topic  Page 32 of 40
 [ 395 posts ]  Go to page Previous  1 ... 29, 30, 31, 32, 33, 34, 35 ... 40  Next
Previous topic | Next topic 
 Map Feedback - CTF Raindance 
Author Message
Oroibahazopi


Joined: Mon Jan 30, 2012 9:26 pm
Posts: 1139
Post Re: Map Feedback - CTF Raindance
It rains inside.


Fri May 04, 2012 7:26 pm
Profile
AzaraelIshanti


Joined: Mon Feb 07, 2011 10:02 pm
Posts: 15
Post Re: Map Feedback - CTF Raindance
A suggestion, Hi-Rez. There's the issue of the nigh-impenetrable turtle in the bases, I may have a solution. If you add a small "exhaust port" on the top of the base that leads straight down into the interior (while not being able to hit the generator) it'd allow heavies to drop mortars down it and flush out turtles. I had the pleasure of playing Raindance on a public server today where two idiots felt like they were better than everyone else, they took our flag and simply held it down there for the duration of the map timer. No matter how many times they returned their flag, they didn't bother coming out, just fractal, MIRV, and Fusion mortar all over the entrance and rack in the EXP with the rest of us (on BOTH teams) kindly (and eventually not so kindly) asking them to knock it off.

Needless to say, it was idiotic and does display a questionable base design. While I know the diehard fans will cringe at my suggestion a change to the beloved Raindance, but I think it'd really improve the gameplay if there were a way to flush out turtles.

So yea...a chimney right over the upper gallery would do it. They could still turtle from the lower platform, but it'd be much easier to get in their and maneuver with them on the bottom. Thank you for your consideration.


Fri May 04, 2012 10:57 pm
Profile
Vaskadar
User avatar


Joined: Tue Jan 04, 2011 10:41 pm
Posts: 97
Post Re: Map Feedback - CTF Raindance
Vaskadar wrote:
I'm going to whip something up in UDK that follows the base structure and provide pictures here of what I would personally do with the base's geometry.

--Update--

Alright, so these are some quick shots of geometry I slapped together over the course of a few minutes.

So there should be a shield door on top of the base. When the generator is down, the defending players can usurp the attackers inside the gen room by throwing grenades down instead of taking the suicidal route. The expanded crossway would reduce the ability to kill those repairing the generator from the outside vantage point as well.

An expanded center in the crossway would provide cover for the generator so that outdoor spam wouldn't affect it. I know that the geometry isn't exact, so sue me.
Image

A ramp instead of the S-shaped entrance would reduce the campiness of the area, enabling higher-speed attackers to enter and avoid the problematic situation of juggerspam.
Image
Image


So that others can see it. As for my screenshots, it's obviously rushed geometry tossed together in a few minutes, but it does illustrate what could be done. A ramp would alleviate most of the choke point's problems, since you could maintain momentum and launch into the generator room.
_________________
My Kung Fu is Better Than Yours


Sat May 05, 2012 12:01 am
Profile
Dormivi


Joined: Fri Mar 16, 2012 11:30 pm
Posts: 108
Post Re: Map Feedback - CTF Raindance
Vaskadar wrote:
Vaskadar wrote:
I'm going to whip something up in UDK that follows the base structure and provide pictures here of what I would personally do with the base's geometry.

--Update--

Alright, so these are some quick shots of geometry I slapped together over the course of a few minutes.

So there should be a shield door on top of the base. When the generator is down, the defending players can usurp the attackers inside the gen room by throwing grenades down instead of taking the suicidal route. The expanded crossway would reduce the ability to kill those repairing the generator from the outside vantage point as well.

An expanded center in the crossway would provide cover for the generator so that outdoor spam wouldn't affect it. I know that the geometry isn't exact, so sue me.
Image

A ramp instead of the S-shaped entrance would reduce the campiness of the area, enabling higher-speed attackers to enter and avoid the problematic situation of juggerspam.
Image
Image


So that others can see it. As for my screenshots, it's obviously rushed geometry tossed together in a few minutes, but it does illustrate what could be done. A ramp would alleviate most of the choke point's problems, since you could maintain momentum and launch into the generator room.

+1 for the ramp
_________________
T:A- Dormivi
-AEnubis- wrote:
It's kinda funny how you can gauge skill level from post content.


Sat May 05, 2012 8:35 pm
Profile
UniversalPie
User avatar


Joined: Thu Jan 12, 2012 6:01 pm
Posts: 619
Location: GTA Ontario
Post Re: Map Feedback - CTF Raindance
This is what I have in mind:
Image
Image

The bombardment deflector in the second image could be shrunk, or altered for balance(maybe more funnel shape, with a bigger hole in the middle?). Basically it would allow enemies on or near the roof to drop grenades/mortars/discs in, but would stop most incoming artillery fired from a distance.
_________________
Image


Sun May 06, 2012 1:53 pm
Profile
Eldiran


Joined: Thu Mar 15, 2012 5:26 pm
Posts: 256
Post Re: Map Feedback - CTF Raindance
Both of these (ramp, forcefield) are good solutions. However, I would only approve of either of them if it was extremely difficult, if not impossible, to damage the generator from outside the generator room. It looks like it would be, but it would require some testing.


Sun May 06, 2012 2:03 pm
Profile
sparkest


Joined: Sun Aug 28, 2011 6:04 pm
Posts: 1425
Post Re: Map Feedback - CTF Raindance
how bout they scale the map back down. Its amazing how they can take a good map and ruin it by scaling it up 2x greater than what it was originally.


Sun May 06, 2012 3:43 pm
Profile
nutcrackr
User avatar


Joined: Fri Feb 24, 2012 8:14 am
Posts: 131
Location: Australia
Steam Gamer Name: nutcrackr
Post Re: Map Feedback - CTF Raindance
I would support making the internal aperture larger, like it was in the original. The bulkhead and side walls really make it hard for attackers to quickly occupy the inner room.


Sun May 06, 2012 9:59 pm
Profile
Andur
User avatar

Beta Tester
Beta Tester

Joined: Tue May 05, 2009 7:35 pm
Posts: 5835
Location: Spain
Post Re: Map Feedback - CTF Raindance
Celso-Flores wrote:
Image


My suggestion was to put that secondary generator on a small room below the vpad console (perfect for Infiltrators), but I guess that works as well.

I miss multiple objectives. I hope Ascend supports several generators, not just one.

Instead of a regular force field, how about missile silo type blast doors? I think it would look better given the map's aesthetic.


Mon May 07, 2012 2:21 am
Profile
Wobberjockey
User avatar

Beta Tester
Beta Tester

Joined: Tue Dec 22, 2009 4:30 am
Posts: 8726
Location: In a handbasket, heading somewhere
Post Re: Map Feedback - CTF Raindance
UniversalPie wrote:
This is what I have in mind:
Image
Image

The bombardment deflector in the second image could be shrunk, or altered for balance(maybe more funnel shape, with a bigger hole in the middle?). Basically it would allow enemies on or near the roof to drop grenades/mortars/discs in, but would stop most incoming artillery fired from a distance.



practically, speaking,i don't think that the bombardment deflector would prove necessary

anything coming in at at long range is going to have a very strong lateral component to the arc, limiting the effectiveness of the projectile, considering that the gens are sunk deep down into the earth.

if someone DOES range that shot, well grats on them. they should be rewarded
_________________
Image
original art at http://tinyurl.com/shazbotsig
The Tribes READ ME. Quite possibly the most important thread you'll never read


Mon May 07, 2012 7:33 pm
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  Page 32 of 40
 [ 395 posts ]  Go to page Previous  1 ... 29, 30, 31, 32, 33, 34, 35 ... 40  Next

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

All times are UTC - 5 hours [ DST ]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB © phpBB Group.
Phpbb Style Designed and Copyrighted by Vjacheslav Trushkin for Free Forums/DivisionCore.
Terms of Service and Privacy Policy

All content © Hi-Rez Studios.