Topic: Ryloth Mines Feedback

Ryloth Mines Feedback:

Notes: This map is very much a WIP map currently as the terrain isn’t finalized and since this is a mine it will have a top so you can’t see the sky. You will notice a lot of floating objects, stretched terrain, seams in the textures etc. These are not important at this stage, no need to point them out.

What to focus on:

-Kit layouts-Please comment on what you like and don’t like and what you think will work for this map. I do not want sniper rifles, mortar guns or otherwise long range weapons that will encourage camping. This map is more about direct combat close to med range, infantry only.

-Ziplines-Right now they are not the final weapon that you will see in release it is just a prototype so try it out and see if you find any problems with it. Right now you can shot as many ropes out as you want, and you can deploy quite a few of them. This will not be the case in the final version, you will most likely only be able to deploy 2 at a time which means you have to get it right on, and you will only be able to fire 3 lines max. This is to prevent spamming.

-Flag layout and general terrain layout-Any issues with 16 to 32 players in this area? Are there enough ways to get to flags , will there be too many camping problems etc. Think about gameplay for this map and comment on potential issues. Do not focus on visuals unless it will affect gameplay.


That’s about it really, good luck  and have fun!

http://www.fsmod.com/stats/fssig.php?player=FS_BLITZ
Someone tell Bandu Ron Paul won't win!

2 (edited by Safe-Keeper 2008-09-19 21:02:40)

Re: Ryloth Mines Feedback

1. The waterfall looks funny (too thin) when seen from the side. I'll see about digging up a screenie so I can show you what I mean.

2. The Officer needs a generator, not an ammo box. Currently there's no way to give ammo to MKII's an E-Webs wink . That, or make E-Webs replenish ammo automatically, although I'd prefer the Generator option.

3. Why were binoculars removed? Beacons and sensor pings, I get. Binoculars, though, don't give you night vision or anything, and thus I feel they should stay.

4. If you place a beacon near a steep hill, infantry risk spawning so that they slide down the hill. Is it possible to fix this?

5. Flag layout: The exposed CP needs to be moved northwest into cover, and needs more rocks and such to keep it safe from enemy fire. It's a death trap right now. Moving it NW also gives its defenders the ability to easily get up on the underused plateau to the north of it (see red arrow).

6. I propose a new flag on the plateau to the west of the Waterfall flag. Could be a nice addition and make combat more open. Currently, or rather, when Push mode is implemented, you'll only be holding one CP at a time.

7. There should be ladders or stairs leading up to the plateau above the "death trap CP" (see image below), I feel. Right now it's too easy to shoot down there for attackers without fear of retaliation.

8. Spawning is really risky as all the spawn points are very close to the flag. Please move them a distance away.

9. I still feel the Officer should get the zip lines. That, or they should be limited to squads of so and so many people.

http://i147.photobucket.com/albums/r292/safe-keeper/mines.png

"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: Ryloth Mines Feedback

- I think the spec ops , medic and officer is the correct choices.
Aye, ewebs have no power supply.


- Ziplines seemed to work ok.


- Im a little concerned that the map is too small. Just thinking of up to, and over, 40 peeps on there ... could get abit crowded. The darkness should help , but id still be tempted to use up some of that empty space on the left.

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

4 (edited by bloodynoob 2008-09-20 03:52:04)

Re: Ryloth Mines Feedback

make that light nades pickable  and some ladders would be ok

and snipers in dark map ?

beter change it

http://stats.fsmod.com/sig/bloodynooby.png

Re: Ryloth Mines Feedback

When I run this level in windowed mode, you REALLY can't see anything unless you throw flares everywhere. This might only be an issue with people whose videocards can only render a certain way.

http://stats.fsmod.com/sig/pilot.BuckFutt.png

FS Name: BuckFutt
Watch your "six."

Re: Ryloth Mines Feedback

I thought this  is looking good, torch's give off just the  right amount of light use 'nade's in dark corner's, Maybe heavyweapon instead of e-web.  zipline's maybe/maybe not..yes to another CP

Re: Ryloth Mines Feedback

I agree with letting players pick up flares. Give us two or three only, and let us pick up the ones we throw.

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