Ok, played it a few more times as both teams. Here is what I know with a 6 vs 6 game.
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You should ignore my previous comments about trying to include the terrain from the first allied spawn area somewhere closer to the objective. I studied the map more and I don’t see anything like that being necessary for gameplay other than the fact that it would be a cool area to fight in.
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A rebuildable objective like the Generator should be a satchel objective. Because it is so close to the Axis spawn, it is very simple for them to rebuild it and defend it since the Axis have the high ground advantage on this map in every location. A very small amount of white fog might help as well. Not enough to actually clip any geometry. Just barely enough to add some atmosphere and make it harder to snipe the very long distances. Your frame rate is so good, you can easily afford this.
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Some extra cover around the Teleporter objective might help too. Maybe some rocks or Ancient Ruins on the ground area, or some crates or statues or something on the walkways around the circle. This area is basically a killing field since the Axis all use the teleporter to get to higher ground.
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I think the small walls around the river need to have a few more broken spots to make it easier to get around. Those small walls are a big barrier when you are trying to jump over them up hill. It just leaves you exposed to sniper fire for that much longer. I know that is the whole point. Just an extra one or two so that you don’t have to run the full length of the river to find a spot that you can get through.
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You should add some kind of safeguard against an ally going prone when he teleports. At first glance I liked the idea of delaying my exit from the teleporter to confuse the axis. But I realized that you can have some allied asshole stay prone in the Vortex for the duration of the map and ruin the whole game. If you can’t fix the prone bug, then just add a timer to the vortex to inflict damage on anyone that stays inside more than 5 seconds.
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If the alllies lose the forward spawn, it is a very long run from the initial spawn back to the CP, not to mention even worse to get to the objective. You should consider the time it takes to reach the objectives and balance the spawn times accordingly. Typically, when you spawn inside the cp house, everyone runs to the center tunnel to go for the objective. Nobody even bothers to run outside because they will get sniped from across the map. Hitting that Deep underground lake really slows you down. It can take over 60 seconds just to reach the objective. If you spawn from the very back, it can take probably 2 minutes to run to the objective. - That’s a long way to run just to get shot by a sniper in the wide open field.
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There needs to be some sort of system in place to either allow the allies to keep the forward spawn, or make it more difficult for them to lose it. Here are some ideas that came to mind:
The allies can construct a CP defense barrier that must be destroyed before the CP can be destroyed?
Replace the CP spawning with a spawn flag. Then allow the allies to permanently keep the forward spawn if they have dynamited two entrances into the castle? (A dynamite entrance would replace one of the gates tied to the generator probably. )I would then just move the Allies CP to the house directly across the river.
Or you could have the Axis spawn initially in the house on the allies side of the river. Give the allies an objective on that side of the river that needs to be destroyed first. This would allow you to have some combat on that side. But it needs to be an easy objective that would only take the allies 5 minutes or so. After the allies destroy that objective, they could then spawn inside that house across from the CP. It’s not much, but it would probably eliminate 20 seconds of running per spawn. Then you could leave the CP spawn system intact. The run from the main House across the river to the CP house, or to one of the entraces to the Castle is not so bad from there. Maybe you would just have a Tank or something in the courtyard they would have to destroy? If you did this, you would probably need to barricade the side route with some kind of defense. Or, even simpler, it could just be a constructable spawn point?
Again, I’m just running some ideas by you. My friends love the map. But everyone is asking me to modify the script to lock the forward spawn for the allies and to either make the Generator a satchel objective, or remove the ability for the Axis to reconstruct it.


