A bit of mapping theory..or some mumbojumbo like that..


(Gonk) #1

Sooo… I’m fiddling with my first RtCW level in a while (and probably the first one that will actually be decent enough to make it to release…), and I’m wondering about a few things. Currently, the Allies spawn in a small truckstop style building at the bottom of a long and curvy ravine type thing. Naturally, the Axis are at the top of that, doing their nefarious Axis things…

So anyway, you have to blow a security gate at the start… the question is… up until that point, the entire allied access to the rest of the map relies solely on their ability to hug the earth, since they’re going to have to blow this gate to progress through the map, and up until that dynamite goes critical, they’re sitting ducks for airstrikes and artillery, not to mention Axis in the guard tower. (There’s a screen of what’s currently in the map right here, and a detail of the area I’m talking about here)

So basically, if you don’t get an engineer who knows what he’s doing… the Allied team is dead from the get-go… My question is… is this fun? I mean, yeah, beach has the same basic setup. You need to blow the door or the wall to move on, and until then you’re getting artillery and air strikes like mad… But beach has a lot more room to move, ESPECIALLY when you consider that the allies have to move up that ramp/stairway there before the gate. (I haven’t actually placed the gate and necessary scripting entities as of yet, mostly because I need a refresher on scripting… ;))

I was thinking of somehow adding in another, Allied-only (god knows how) route by which the allies don’t depend solely upon the gate for access, but that simply removes the importance of blowing the gate… The terrain is such that I can’t really play with it anymore around the gate area.

What I’m really worried about is a lopsided team simply spamming the Allied side to death… of course all it takes is one Engineer to blow the gate to hell and back, but I’m trying to make it so that it’s not immediate death for the Allies to accomplish their first objective… any thoughts?


(Le Tenebreux) #2

Gonk,

That’s a nicely lighted map!

Got a few ideas - probably naff, but you did ask :wink: :

  1. Put an MG or two in locations that give covering fire with enough elevation to keep up a stream of fire on the Axis murderers.

  2. Have a small “roof” that runs all the way along the wall leading up to the gate. It could be “open” with just pillars supporting it. It will give some cover, but still be vulerable to careful airstrikes.

  3. Have some “half shell” blast shelters dotted along the pathway, big enough for a player to duck into for some cover. Again still vulnerable to a well-placed airstrike.

HTH,

Le T.