Feedback needed : base race !


(stealth6) #21

I still vote for #2 :tongue:

#1

I know everybody wants more open maps, but there is such a thing as too open :smiley:
In #1 if you put the forward spawns in the middle building I think they will be too close to the enemies base or if you put them on the sides (numbers 1 & 2) then I think there won’t be enough conflicts between the players. (You could have 1 team constantly going left and the other right and never encountering eachother)

#1 stays true to the original design, but imo that design was flawed (too open, too many routes)

#2

I think #2 offers a nice alternation between open spaces and closed ones. There is also not a direct line of sight from base to base which will improve FPS. At the same time you still keep the 2 open circle areas (what are these called again :tongue:?) which gives snipers something to do.

The map is also split into 3 sections, 2 bases and a center area. In design #1 it all looks like 1 big area.

Since the 2 circular areas are almost at an equal distance from the bases you could also use these for random drops of crates (I’m thinking a helicopter drops off some supplies). So the focus isn’t always on the bases so the defenders don’t just camp 1 area all the time.

Another reason for #2 is the buildings closer to the bases could be used for offense. Just shooting out of windows onto the enemy base, or you could combine these with objectives to build some kind of ramps / bridges to get into the enemy base. (Not only using crates to upgrade your base, but also for some offensive structures)

Here’s the design made a bit clearer again:



Red & Blue = Area for bases
Purple = inaccessible building
Green = Accessible building
Brown = helicopter drop spots
Yellow = bridges
Orange = main routes (dashed line = underground - parking garage)

I see some balance issues in the bridges & accessible buildings near the bases, but I think these can be ironed out.

EDIT: I’m not trying to say my way is the best way and many of these points have been raised in the other thread, I’m just trying to give some arguments why so everybody has a chance to read them. If you do decide to go for design #1, that’s fine.


(RasteRayzeR) #22

[QUOTE=n4ts;464499]I was trying to create an game like this, not alone ofc, with a couple of friends.
Point was, we didn’t knew anything about UDK… so we had to learn it. Countless hours were spend on video tutorials and courses… And after that we were ready to start creating our own game… Although… we thought.
The journey wasn’t so easy as we thought. We lost motivation and after that the project bled dead…

After all it doesn’t matter so much since DB is here now, which is what we wanted to create, or at least becoming what we want. (I still have lots of feedback to give, which I will do soon after a little more testing)

Anyways, I would love to review your map when it’s made available.[/QUOTE]

Maybe starting with a mod would have been easier( Red Orchestra is a mod for example).

I will post this week-end the sketches of the bases. Once I have them right, it should not take more than 3 weeks until I release the map here on the forum for the first feedbacks.


(n4ts) #23

[QUOTE=RasteRayzeR;464504]Maybe starting with a mod would have been easier( Red Orchestra is a mod for example).

I will post this week-end the sketches of the bases. Once I have them right, it should not take more than 3 weeks until I release the map here on the forum for the first feedbacks.[/QUOTE]

The whole idea of creating a game/mod is of the track…
I’ll look forward to your map file :smiley: