Re: Give the Dev team some feedback on what you think makes a good map

ShinjiKoon wrote:

probe droids

You seem to love probe droids. (200th post!!!)

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

Re: Give the Dev team some feedback on what you think makes a good map

probe droids would be awesome.

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Re: Give the Dev team some feedback on what you think makes a good map

Ok, aside from the standards which are already being worked upon (Hoth ground, Death Star), here are my 200 cents:

* Take, say, a city map like MosEspa, with the crowded streets, maze-like, etc. Have, say, 3 CPs in the city, with wide-open spaces all around (desert, fields, snow, or even water). Have at least one docking bay/port on the outskirts, and then plenty of fast vehicles (speeders, air vehicles, maybe a fighter or two) to get to another 3 CPs far outside the city. The vehicles will be difficult to use in town, but can be used for the remote sites, or just to skirt around the perimeter of town.

* Just one map where there's a SD or Corvette hovering (static) in the sky. Perhaps the guns aren't working, or there's something valuable on the ground the crew would never want to risk blowing up (fuel, innocent civilians, jedi crystals, school buses full of orphans and penguins, etc.). The ship can be to one end of the map, to limit how far escape pods can range, and perhaps whoever's up there gets a shuttle with which to actually fly down. The ground CPs can be (mostly) held by the other side.

* As for the space and infantry combined map -- boarding is fine, but it was possible in GC. I could be wrong on this, but I believe it was Luuri who made an ill-fated Kessel map. There was a SD up in space, and the skybox from the top was a planet far below, and the skybox from the ground was a sky (maybe with a tiny SD pictured up there). You flew down, through some clouds, and could then attack the ground. Now, this worked because in 1942, there was a ceiling above which flight wasn't controllable... so you'd drop down, but couldn't effectively fly back up. It was another place for the attacking force to bring in some fighters/bombers to deal with the 'bad guys' on the ground.

* What bugged me about Bespin in GC was the buildings. Let me say that I applaud the DevTeam for creating several new buildings with multiple levels indoor and outdoor. One of the biggest problems I had with 2142 is that nearly all structures could not be entered, and the few that could were 50 stories high, but only the bottom two were accessible. Sure, it keeps the battles on roughly the same plane, but it's not realistic. The Tatooine maps where you can not only hide in one-room alcoves but can also climb up to a balcony, or go even higher into a tower make things much more interesting.  The GC Bespin map, aside from long, boring stairways, were made up of long, boring treks around monolithic buildings which may as well have been big rocks for all the gameplay effect they had. Granted, they were nice-looking and lore-accurate, but the buildings weren't fun.

* That said, I think something like the Tatooine buildings with Cloud City-type shapes and skins, with docking platforms around the sides (yes, like GC again) would be great. Instead of a very limited upper level, you could have two levels equally important -- with a couple CPs on each -- then you could have a lower-level carbon-freezing chamber and Ugnaught junkheap area, with the upper level being all pretty with walkways, sculptures, living quarters and dining rooms.  Just a short flight of stairs, ladder, or ventilation tubes could connect the two levels. The docking areas would be platforms extending out from the structure, perhaps at a mid-level between the two, connected by half-stairways up and down from each level, bringing the two together. Add to this some cool stuff like Slave I or the Millennium Falcon (statics, most likely) on the platforms, and things start feeling extra lore specific. wink  This could be an infantry only map, or possibly an external, aerial aspect could be added (then again, that could be a whole different map). Overall, the feel I get for this one is like DC_Oil_Rigs, though with one big, huge oil rig in the middle. smile

* Alternatively, perhaps a map like MosEspa with just a few wide streets connecting CPs (not directly, but with turns of course) on part (half?) of the map, would allow for more mixed weapons/vehicle possibilities with a narrower, cramped residential area up near places like Mos Eisley's market where speeders and Rontos can maneouver.

* As for Endor's Forest Moon map... I think it's great, except for one point. In the movie, the Rebels took the Bunker, but then lost it. I think the Push thing works great... up to a point. As it is, the map either gets bogged down at the central compound, or the Rebels take everything, and waste five minutes searching for the 3 missing snipers -- some of which think they can take back the first flags, somehow. Instead of revamping the whole thing, I'd make the last two CPs re-takable by the Imperials, and possibly add a second CP to the central compound. That'd certainly make the last area the climactic battle which held its own as counterpoint to the fleet battle in orbit...

* That said; in general, I love the maps with a little bit of everything.  Give me infantry in trenches,  hiding from tanks, and TIEs battling Airspeeders above.  Lore-specific is fantastic, but don't sacrifice good gameplay over it. Make good maps, then search out settings that fit the layout description and can reasonably fit into some level of lore with the premise/story of the map. Even if it's EU, if it's a great map, people will play it. Even people who <gasp!> don't like Star Wars.

Oh, and thanks for the GONK!

_________________________________________________
a.k.a.:  Grandma Tarkin  //  hQ.Terrorek

Today's spelling/grammar tip: There = a (sometimes conceptual) place. "There is my car." or "There is such a thing as magic."  // Their = posessive. "Their meat is full of worms." // They're = contraction of <they are>. "They're crazy!" // "They're trying to put their shoes up there."

Re: Give the Dev team some feedback on what you think makes a good map

Mayby a fun map like the bonus race in GC. also I would like to see some battles with the MF or that space thingy where lord sidius is driving in.

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Re: Give the Dev team some feedback on what you think makes a good map

Terrorek wrote:

* Give me infantry in trenches,  hiding from tanks, and TIEs battling Airspeeders above.  Lore-specific is fantastic, but don't sacrifice good gameplay over it. Make good maps, then search out settings that fit the layout description and can reasonably fit into some level of lore with the premise/story of the map. Even if it's EU, if it's a great map, people will play it. Even people who <gasp!> don't like Star Wars.

Amen to that!

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Re: Give the Dev team some feedback on what you think makes a good map

I think we could narrow down a Coruscant map idea to something specific. Fight in the interior and exterior of the Jedi Temple as Rebels fight Imperial ground troops to take it back during their assault on Coruscant?

The battle would start with all Jedi Temple control points indoors and neutral. In order to start the ground assault, the Rebels and Imperials must fly in from the sky with their transports (Rebels use YT-1300 freighters, Imperials use Omega Stormtrooper Transports), complete with air support from bombers (Y-wings and TIE Bombers) and repulsorlift units (T-47 airspeeders, Speeder bikes, Imperial Gunships, and even civilian speeders). Transports must land on exterior landing pads (which aren't control points, so keeping your transport safe from aircraft is key), either upper-level hangars or ground level entrances, in order to send out troops. All of the ground troop fighting would take place in the central building, and each faction would either fight for control from the top-down or down-up. They can use external walkways (which offer high visibility and potential for reinforcement and air strike use, but equal vulnerability) or internal passages (with lots of cover, but hope that the enemy isn't well entrenched, because you're on your own). Certain control points also offer access to anti-aircraft weapon arrays.

In essence, two different battles are being fought, one readily influencing the other. One is the fight for air superiority (fought only with bombers and repulsorlift craft), which can influence the ground war by offering pinpoint damage, safety for ground troops, or inability for the enemy to use transports to reinforce their ground troops. The other is the ground war itself, which offers the anti-aircraft guns to aid the fight for air superiority, and pressures the enemy to commit more troops from the air war to the ground war.

The central tower, except for the highest levels, would have an open interior with walkways and stairwells ringing the walls. This space could be wide enough to allow light repulsorlift craft to fly in and transport troops or attack the enemy.

More ideas?

GC Veteran (0.14-R6) "General Jafar"
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Re: Give the Dev team some feedback on what you think makes a good map

Myabe if I could read the text as the map loads and lighten up some of the maps a tad I still cant see in the hanger bay or on endor
My 2 cents

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