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Maps
Posted: July 27th, 2009, 1:49 pm
by Nightma12
So which maps do we think are sh*t and which do we think are outright crap?
Ive seen some maps in the server lately that i thnk are just abyslmal!
If you dont like a map - offer a suggestion to improve it and ill see what i can do

Re: Maps
Posted: July 27th, 2009, 2:59 pm
by darkdarr
the boat is too small make it bigger!!!
Re: Maps
Posted: July 27th, 2009, 3:44 pm
by Nightma12
Ive already extended it =/
You think it should be extended even more?
Re: Maps
Posted: July 27th, 2009, 4:11 pm
by b0Bm3h
For the map "Mesa", my suggestion is for NOD Mutants to get sniper rifles on spawn, because, GDI can just camp at the closed off end and snipe the Mutants before the have a chance. Also, on that note, since NOD Mutants would have sniper rifles, standard mini-gunner should spawn with a sniper rifle, so the map could be more funner (instead of GDI camping one side, or NOD owning all with snipers before game starts.)
M07 - I have two suggestions for this map.
1. The obelisk could have a teleporter at the bottom, to where it could teleport people to the bombed out cheatue-area.
2. block off obby, and un-block the area behind mutant spawn for more space for a game.
I have a thought (if neither of those are okay) just add some crates to block off Mutant spawn, so GDI wont spawn kill Mutants all map long.
Re: Maps
Posted: July 27th, 2009, 4:19 pm
by Nightma12
idea..
what if nod spawns on the bottmo level of obby? So that nod has to come OUT of the obby to get to GDI who will be spawning on top?
That way GDI cant camp in the obby all game.
Re: Maps
Posted: July 27th, 2009, 4:27 pm
by Nightma12
Just implemented the sniper rifles on mesa idea.
I like that

Re: Maps
Posted: July 27th, 2009, 4:42 pm
by b0Bm3h
Nightma12 wrote:what if nod spawns on the bottmo level of obby? So that nod has to come OUT of the obby to get to GDI who will be spawning on top?
The only problem IMO is that when GDI gets Snipers , its pretty much done. The map is a good place to snipe but not the best to be different (mutant)
Re: Maps
Posted: July 28th, 2009, 8:59 am
by Nightma12
ok.... so how about this.
Nod spawns on bottom level of obby. and gets snipers?
or......
theres a teleporter between the bombed out area and the bottom level of obby. Then i make the nod spawners spawn around the map at random and remove the nod pt completely.
Re: Maps
Posted: July 28th, 2009, 6:15 pm
by b0Bm3h
I like both ideas =p, they are both good for the map IMO.
Re: Maps
Posted: August 9th, 2009, 9:16 pm
by b0Bm3h
Night , islands still has a opening on the nod side, its not hard you can walk to it.
m11 needs to have the b0ts removed IMO because reap time suffers because some one can hude whilst camping a spawning bot without being killing for lowest score

Re: Maps
Posted: August 10th, 2009, 4:32 am
by Nightma12
Night , islands still has a opening on the nod side, its not hard you can walk to it.
Where?
Screenshot?
m11 needs to have the b0ts removed IMO because reap time suffers because some one can hude whilst camping a spawning bot without being killing for lowest score
Bots give 50 credits, normal mutants give 300. acolyte and templar gives 500.
Perhaps i could lower credits the bots give?
Re: Maps
Posted: August 10th, 2009, 9:45 am
by b0Bm3h
credits are not the problem its the bots themselves, the points you get off of them make it simple for someone going after the mutants to get reaped when they are not hiding
Re: Maps
Posted: August 10th, 2009, 10:59 am
by Equinox
Oh wow... first post in a while.... [Player name = N0dzillaa, btw - for anyone thinking "Who the hell is this guy?"]
Just a few of my thoughts on the map - sorry, I haven't played long and don't know all the names by heart.
- The ship map could do with extending down stairs one deck. It's a bit small.
- The brick 'cube' thing could do with a solid floor (rockets don't seem to explode on it? Weapons can't be picked up. Can't really see any reason to not just leave it at ground level)
- The new one with the tower/obelisk thing and the open area isn't really good IMO, although I haven't really explored it properly, I find it a bit boring. Maybe a brick-maze out on the planes, or something to make it a little more interesting in that sense.
- The new "underground caverns" map with the two levels - ground and a sort of raised road leading into a metallic area. I seem to have trouble using the lifts - they either don't move or I end up crushed underneath them at the bottom when trying to go down (somehow). But that might just be me failing. Regardless, it could do with a faster way of getting 'down a level' since somewhat annoyingly you can't jump over the railings.
Well, just my thoughts - you asked for it. *Shot*
Re: Maps
Posted: August 10th, 2009, 3:27 pm
by darkdarr
Xeon-1226 wrote:
- The new "underground caverns" map with the two levels - ground and a sort of raised road leading into a metallic area. I seem to have trouble using the lifts - they either don't move or I end up crushed underneath them at the bottom when trying to go down (somehow). But that might just be me failing. Regardless, it could do with a faster way of getting 'down a level' since somewhat annoyingly you can't jump over the railings.
this may just be lag it happens to me in normal elevators and if you just walk forward when you are at the top/bottom it works normally and you will be on the desidered level
Re: Maps
Posted: August 11th, 2009, 7:15 am
by b0Bm3h