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

Vehicle-focused maps are good, but keep in mind that there are a lot of "infantry purists" that will 24/7 play camp G or Krakand type maps because they don't like to fight vehicles.

As for me, I love highway tamps. And no, I don't fight fire with fire.

I fight fire with pilum. big_smile

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79 (edited by Stardestroyersarecool 2007-10-16 14:18:26)

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

=TB2142= sol1d sn@ke wrote:

Vehicle-focused maps are good, but keep in mind that there are a lot of "infantry purists" that will 24/7 play camp G or Krakand type maps because they don't like to fight vehicles.

As for me, I love highway tamps. And no, I don't fight fire with fire.

I fight fire with pilum. big_smile

I prefer demo packs and mines smile

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

I enjoy the ground maps a bit more than space.  The space maps sometimes drag on a bit too long for me and since I primarily play on the Wolf Servers FS server, 3 rounds can be a bit much depending on how the teams are doing.  I'm certainly hoping for more ground maps. smile  (and perhaps an adjustment to the Push Mode)?

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

Alright here are a few of my idea's.

1) Attacking the ISD-...

Rebels got to know about an ISD that is in orbit of their secret base at "name it". They are ordered to destroy the communications of the ISD before it transmits their position.

Objectives:
- Destroy the communications
- Destroy the two shield generator things
- Destroy the turrets
- Destroy the engines

- Keep the rebels from their objectives

Imperials can command:
- Tie Fighters
- Tie Interceptors
- Turrets on ISD (able to spawn in them)

Rebels can command:
- X-wing
- Y-wing
- Z95 headhunter (introducing)

What could be added at the map is an astroid field for varied dogfighting, otherwise it only be surrounding the star destroyer. If possible it be cool that after 10 minuts in the map a Lancer appears on the map for helping out the Imperials.

===

2a) saving or capturing commander ...

As a follow-up of this map we could have a team that boards the ISD because they found out that commander so and so was on it. The rebels now want to capture this commander. Or it's a commander of the rebellion that has been captured. And the rebels must fight their way towards the cellblocks.

This map either could be after the 'space battle attacking the ISD' or it could be during it. If it's after the space battle you'll see when looking outside the windows alot of rebel ships as in a blockade.

When this map is during the space battle, you'll see x-wings and tie's fighting each other. Now the most important detail of it is that the map now should time bounded. The rebels have 30 minuts to fight to the cellblocks free their commander or to fight to the bridge to capture the commander. Also it could be that they have to go to the bridge anyhow to switch on a panel to inform the rebel fleet that they secured the ISD.

This map will be a soldier to soldier map all the way. I'd say there should not be shields in it, appart of corridors...

Objectives:
- Fight your way trough the ISD to the cellblocks / bridge.
- Go to the bridge and communicate with the fleet, or actualy 'color Squadron'.

===

2b) The Rebel Outpost

The commander of the ISD has given the command to deploy all troops on the planet where the Rebel outpost is stationed, because defending the ISD was a lost cause.

Objectives:
- Destroy the communication tower.
- Fight your way trough the map to destroy the rebels and take over the outpost.

- Keep the imperials off till help arrives.

Imperials can command:
- AT-ST
- AT-PT
- TIe Fighters
- Tie Bombers
- Lambda shuttle
- Speeder bikes

Rebels can command:
- T1-B
- T3-B
- Landspeeder
- Ground Turrets
- Air Turrets

The air vehicles for the Imperials should be minimum, 3 fighters & 3 bombers or something.

Landscape; No preference

===

So any thoughts?

[00:15] <@Brown750> Tulkie = vies 
[13:20] <@Tulkie|uni> brown = gek 

Maar beiden zijn raar

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

I got one.

Why would anyone use a headhunter? (Barring they ran outa spawns because all the other fighters are taken)

Isn't it suppose to be inferior to even the Y wing in every way? (Weapons, armor, speed)

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

=TB2142= sol1d sn@ke wrote:

I got one.

Why would anyone use a headhunter? (Barring they ran outa spawns because all the other fighters are taken)

Isn't it suppose to be inferior to even the Y wing in every way? (Weapons, armor, speed)

Well I just like them tongue

[00:15] <@Brown750> Tulkie = vies 
[13:20] <@Tulkie|uni> brown = gek 

Maar beiden zijn raar

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

Straider wrote:
=TB2142= sol1d sn@ke wrote:

I got one.

Why would anyone use a headhunter? (Barring they ran outa spawns because all the other fighters are taken)

Isn't it suppose to be inferior to even the Y wing in every way? (Weapons, armor, speed)

Well I just like them tongue

lol. i thought it was the x-wing the replaced it.

what i want is the Tie defender

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