8 (edited by Bandu 2008-09-19 20:07:57)

Re: Mon Calamari map - What to look for.

UKWF-Johnlocke666 wrote:

Hey Bandu this was by far my favourite map i played today:)Just 1 suggestion could u make the attacking area for the Imps on the beach wider?The Imps took a real long time to get a foot hold on the beach cp.Maybe it was our good squad work?:)

You mean the out of bounds or make the actual beach area wider?

Yea, took ages to take the beach mainly due to no cover being added yet. The beach will eventually be full of defenses etc for the imps to take cover behind.

"Government is the great fiction, through which everybody endeavours to live at the expense of everybody else."
Frédéric Bastiat

Re: Mon Calamari map - What to look for.

Bandu wrote:

Yea, took ages to take the beach mainly due to no cover being added yet. The beach will eventually be full of defenses etc for the imps to take cover behind.

Craters? (I loved that suggestion earlier)

BlackIntel Game Leader
DUKE815: Teamwork's complicated.  I've found that ramming a Lambda with a Y-wing at full boost is most effective.

10 (edited by Safe-Keeper 2008-09-19 20:39:45)

Re: Mon Calamari map - What to look for.

OK, so I was able to have a good scrap on Mon Cal today with decent numbers. My concerns:

1. Basically, the beach is easy enough to capture, and shouldn't really give Imps cover. Instead, do what really should be done on every FS map, present and future: place spawn points only away from the control cap zone. When the spawn points are 5 meters from the flag, it gets impossible to capture due to the fact that enemies respawn right there when you move in to cap it - especially with the beach completely bare. Move the spawn points farther away, and the problem is solved.

2. I love the Lambda on this map. Without the presence of enemy fighters, this map really does her justice, unlike Ryloth, where she gets shot down really fast. I had the pleasure of being a gunner of a fully-crewed Lambda today, and it was nothing short of awesome to come in on the beach, guns blazing, and land to deploy troops with the guns laying down covering fire.

3. I'll be frank here - I absolutely don't want pilots running around with guns and equipment fighting. It didn't make sense in the Battlefront games and it doesn't make sense here. AT-ST pilots running around on Endor I can live with - after all, the AT-ST is actually a ground unit and it makes sense to see AT-ST drivers repairing them and fighting near them, and I seem to recall from ROTJ that AT-ST drivers actually fought on the ground. It kinda makes sense for them to have proper weapons and equipment for the same reason, although being a "tanker" class I guess they'd really be very lightly armed.

Pilots, though, spend their time in the air flying fighters. For this purpose, they're given no generator, no repeater rifle or DEMP, no mines, and no droid caller. Having actual pilots in aircraft is cool, I agree, but it's strictly not necessary as the model is seen 99% of the time when it's on the ground running about - away from fighters, as they are air units and generally do not drive around on the ground with infantry.

I'd be fine with it if there was one or two unused classes, like on Ryloth Mines, and the pilot was made a new kit with some sort of lightly armed stealth/scouting/spotter purpose or whatever, or was the only class allowed to fly fighters, but making them a full-blown unlimited engineer class doesn't sit well with me at all.

4. The Eastern beach just by the crater is a nice landing spot for the Lambda, but is within the line of fire of the hill. Consider placing some additional trees or hills in-between if the beach was supposed to be a safe landing site. As it is, the Imps' best bet is probably to fly in with a DX-9 and drop a barracks there, unless the new barracks will be too big for that, of course.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Mon Calamari map - What to look for.

Safe-Keeper wrote:

3. I'll be frank here - I absolutely don't want pilots running around with guns and equipment fighting. It didn't make sense in the Battlefront games and it doesn't make sense here.

Agreed. Remove them as soon as i get a few screen shots of me as rebel pilot with my trusty astromech- R2 A1 smile

http://g5hd7a.bay.livefilestore.com/y1pYKw7Yp4ui_IKxw2wYbMr5xQ7XHAnuSmXBQcR3smbF6G-gHNuMLfh0QmoLRTc58VGEnJ1FheOT0YzDoDBF0603XYCVboCkrCX/rsf%20sig.png
''Its over. Angel won.''   RSF Gurd

12 (edited by Bandu 2008-09-19 21:32:41)

Re: Mon Calamari map - What to look for.

Safe-Keeper wrote:

OK, so I was able to have a good scrap on Mon Cal today with decent numbers. My concerns:

1. Basically, the beach is easy enough to capture, and shouldn't really give Imps cover. Instead, do what really should be done on every FS map, present and future: place spawn points only away from the control cap zone. When the spawn points are 5 meters from the flag, it gets impossible to capture due to the fact that enemies respawn right there when you move in to cap it - especially with the beach completely bare. Move the spawn points farther away, and the problem is solved.

Yea, no real thought went into spawning as of yet.

Cover will be added tho, getting sniped over and over is no fun... and it just makes for a more exciting fight huddling yourself behind an anti-tank barrier a-la "Saving Private Ryan"

Safe-Keeper wrote:

2. I love the Lambda on this map. Without the presence of enemy fighters, this map really does her justice, unlike Ryloth, where she gets shot down really fast. I had the pleasure of being a gunner of a fully-crewed Lambda today, and it was nothing short of awesome to come in on the beach, guns blazing, and land to deploy troops with the guns laying down covering fire.

The Rebs might get an air vehicle or 2 (less than the imps) but I agree it is nice to not have all fighters go straight for you. I believe Woody is gonna have a look at strengthening the Lambda, when he gets back.

On a side note: the 64 version, and maybe 32 (I doubt - but we'll see how it goes) will get a cap ship each.

Safe-Keeper wrote:

3. I'll be frank here - I absolutely don't want pilots running around with guns and equipment fighting.

I wouldn't worry, they aren't gonna be in the final map - I just thought it'd be neat to see the reb pilot running about whilst testing. Ideally, at some point, the map would have mon cals as certain, if not all, classes.

Safe-Keeper wrote:

4. The Eastern beach just by the crater is a nice landing spot for the Lambda, but is within the line of fire of the hill. Consider placing some additional trees or hills in-between if the beach was supposed to be a safe landing site. As it is, the Imps' best bet is probably to fly in with a DX-9 and drop a barracks there, unless the new barracks will be too big for that, of course.

Aye. Will do.



************************************************


Im gonna get an update sorted for tomorrow BTW. Nothing drastic, mainly quick things to help with the testing. They are as follows (if you can think of anything, within reason, go ahead and post) :

1. Make the OOB combat zone for infantry only - allowing air vehicles to fly easier.

2. Move Rebel spawns

3. Add some (placeholder) cover to beach

4. Add some turrets

5. Make the map a pushmode

6. Smooth out Crater to allow imps to walk out of it from a lambda/barracks

7. End game when bunkerhill is taken.

"Government is the great fiction, through which everybody endeavours to live at the expense of everybody else."
Frédéric Bastiat

Re: Mon Calamari map - What to look for.

Maybe the duration of the DEMP effect could be reduced a tad bit, too? It's too easy to pin down the shuttle right now.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Mon Calamari map - What to look for.

- the flow of the terrain,

Flow of terrain is fine. As I said earlier, though, it's a bit hard to find your around in the beginning, with so many steep hills, but I understand there'll be roads and whatnot added, for vehicles at least, and that'll help.

- heights - is the hill to high? etc

I think the height of the elevation on the map is just fine.

- is the hill top to small in diameter?

A little bit. Could use more space for cover and gunfights.

- does the hilltop need to be made less steep at the front?,  distance between the 2 CP's

I think the current setup where you have to go around it is just fine. Gives the defenders an added advantage and makes the fight more fun.

- and more general feedback like does it play well infantry-wise?

Yup. The hills make it a new experience and it plays out pretty well, from what I've seen.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.