Base12 Beta3


(TF) #1

Hi,
Version beta3 :stuck_out_tongue:

Changes:

  • Added second way to the rocket
  • Added one more health/ammo cabinets
  • Added fireteam locations

Download:
http://new-etmaps1.de/maps/base12_b3.rar
http://liveformusic.pri.ee/map/base12_b3.rar

Screenshots:

Allied

  1. “Destroy the base gate.”
  2. “Destroy the side entrance.”
  3. “Capture the forward bunker.”
  4. “Destroy the bunker main door.”
  5. “Destroy the protoype rocket.”

Axis

  1. “Defend the base gate.”
  2. “Defend the side entrace.”
  3. “Defend the forward bunker.”
  4. “Defend the bunker main door.”
  5. “Defend the protoype rocket.”

:slight_smile:

EDIT:Added screenshots and another download link :drink:


(aburn) #2

the map is not too detailed IMO

but it looks not bad…

I would make sum more lighting in it that would make it more wisually nice…


(TF) #3

Thanks :fiesta: I remember similar hint about the lighting part when i released the last version :stuck_out_tongue: ( its logical 2 because i didnt worked the light part this time :stuck_out_tongue: )


(SPU9) #4

well done, some feedback will come later :stuck_out_tongue:


(DerSaidin) #5

SPU9, Adacore and I were looking around

The second way to the rocket looks too easy to defend, so long and strait - an MG could be invincible there. It’d probably be better imo, if that had a kink in it, and perhaps was a bit shorter.
Perhaps move the side entrance closer to the axis spawn, so axis can also use it to go from their spawn through to the rocket. That should also put a kink or two in it.

The first area looks very open to me, perhaps a couple more decent sized rocks to hide behind. I think its good the way the trees are around the side entrance to provide just a little cover.

We thought that in some places around the edges the slick texture was quite annoying. Especialy that hill between the side entrance and the front wall. Perhaps use rocks with a clip barrier to stop people going higher.

Also, the first phase axis spawn area seemed a little too close to the front wall.
Some suggestions best explained with a pic:

You could also consider moving the spawns themselves back to the blue dot.

And check the textureing on the doors reflects whether or not they’re a teamdoor (the doors going out from axis second spawn)

Finally, there COULD be 1 too many dynomights in there, You might want to consider replacing one with an objective run. (ie, a keycard to open that inner door)

Good work, Looks like it could be suitable for competition.


(TF) #6

Thanks :stuck_out_tongue: Ill do some thinking and then start working on the map again


(da*Rogue) #7

Hey, I’ve been following your map from very early on and I have to say that you’ve made some great improvements from earlier versions =) These comments pertain to base12_test, which I looked at it with neddie =)

Thoughts on flag -

If you’re looking to add a CP, you could replace the flag with an Allied-only command post to grant that spawn (frostbite style) until the keycard opens the door. I’m not sure if this would make it too difficult for Allies to build at the start, but it would mean that Axis would need to run a covert if they wanted to take back the first spawn.

First stage -

In the first stage, I think the main problem is that since you’ve made the tj’s very hard or impossible to pull off the Allies are forced to enter a really small area, regardless of whether they go side or main. This area is shown in yellow in the pic. I’ve made a suggestion for the side entrance - add some stairs so it comes out on the ledge that the teamdoor is at. In the picture I’ve crossed out the current entrance, but it may be best to leave the current door and simply add some stairs. You could always remove the current doorway later.

I think the stairs would cause Axis to worry about side entrance more, and it also gives Allies a chance to take some high ground on that ledge. It is the opposite side from first spawn and keycard, but on the other hand Allies can shoot into the courtyard from above and also have easy access to the covertable gate. It’d be a cool change, as the first stage is a little one-dimensional atm I feel.

Second stage -

One other change I’d suggest is adding some cover on the right hand side of the long passage down the left of the map (facing from first Axis spawn to rocket). Atm the only cover near the end of the long passage is on the left hand side.

It’s starting to look pretty promising, gl with it.