Re: [RELZ] OutpostAssault

Will have to grab some screenshots, but basically, they are just paths that look interesting, rocksides that look like you can climb up and then you just get to a point where you can go no further that sort of thing.

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Re: [RELZ] OutpostAssault

Twigs wrote:

The backstory isnt obvious unless you read the gamemode. I didnt because its not RIGHT. Until string files, lighting etc are fixed this will remain.

This *is* posted in the community maps.  It's impossible for community maps to have a backstory, as proven by every other community map released.  Also I belive you mentioned something about not being sure what versin of the map you played.  This map only has 1 version, that's 32 player.  It works well from anything above and including 4v4, preferably higher though.  Beacons are 100% essential to winning this map, more so than any other.


The first control point is the one that's seen the most work to it since the first time we tested the map, in the last few versions those of us that tested it have been more satisfied.  There are multiple routes, with quite a lot of cover.  The only route that looks obvious is the main one straight across the river.  The first time anyone plays a map, they tend to take the most obvious paths, which is why it feels like such a slog for the "newbies" trying it out.   As Benu said, the main issue is the fact that it can be really hard to find beacons when fighting at the CP, but this works both ways.  Once rebels manage to get a beacon near the ruins, they can usually spawn fast enough to neutralise/capture the CP before it gets found and destroyed.


I ran through the map a lot on local and with others, talon, I can't think of anywhere where there are routes leading to nowhere (except in places nowhere near CPs, not even in their general direction).  Many of the apparent deadends usually lead somewhere, it just isn't (intentionally) obvious.  Flanking shouldn't be too easy. smile

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Re: [RELZ] OutpostAssault

FSDev| TALON wrote:

Will have to grab some screenshots, but basically, they are just paths that look interesting, rocksides that look like you can climb up and then you just get to a point where you can go no further that sort of thing.

Ah, ok. Screenshots would definitely help.

Like Gwyn said, the map size is basically "8 players and up", although I'm not too sure how it will play out with really large playercounts. It's designed for smaller scrims, like the ones we usually have these days.

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Re: [RELZ] OutpostAssault

FSDev| TALON wrote:

Will have to grab some screenshots, but basically, they are just paths that look interesting, rocksides that look like you can climb up and then you just get to a point where you can go no further that sort of thing.

I agree with Talon here. Unfortunately we have a mindset from playing linear style FPS games that anywhere that is remotely accessable will have a bunch of powerups, an easter egg or at least an alternate route.

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Re: [RELZ] OutpostAssault

Gwynzer wrote:

The first control point is the one that's seen the most work to it since the first time we tested the map, in the last few versions those of us that tested it have been more satisfied.  There are multiple routes, with quite a lot of cover.  The only route that looks obvious is the main one straight across the river.  The first time anyone plays a map, they tend to take the most obvious paths, which is why it feels like such a slog for the "newbies" trying it out.   As Benu said, the main issue is the fact that it can be really hard to find beacons when fighting at the CP, but this works both ways.  Once rebels manage to get a beacon near the ruins, they can usually spawn fast enough to neutralise/capture the CP before it gets found and destroyed.

Much hostility and defence I detect from some answers Gwyn, and before this explodes to an argument I dont mean only yours. I know you have all put some effort and testing in to this, but I am entitled to an opinion and can put together a coherent reponse in order to express that.

I am not a 'newbie' nor an idiot. I mentioned the loading screen and map names for those that may not have realised why these would appear in the wrong places/layout.

As to other routes, yes I am aware of how to bypass a bottleneck. I did after all manage to pull two of you away from the defence of the first CP after I took up a sniper position behind you and caused a little trouble wink

The fact remains though, its too much of a choke point. One well placed Officer can ping the whole approach area to pick up rebels. Combine that with what, 4 squads if we get the full 16 on each side (assuming its limited to 32) and suddenly no rebel can pass undetected. Use the water to swim out and head in to attack from behind and you run the risk of being picked up by snipers on the mountains, further officer pings, or troops surging forward from the imps spawn area.

One squad getting down a beacon in the area may work well in testing among 8 or so people, but get a full map and one squad cannot spawn fast enough to cap against 16 Imperials.

The reason I left the other night was because after what, 5 or 10 minutes my team had not managed to cap it. That's what is likely to happen in public play as well after a few rotations of this map. Once people work out that you can't take this flag and the ticket bleed has progressed to a point where the map is no longer winnable it becomes pointless to continue and try to get another five or six. Being held up at the first flag will put people off after the novelty of a new map dies.

Combine this with the usual wealth of clan stacking/uneven teams mentality and suddenly we have another map people may become reluctant to play.

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