Hey, some more feedback about Starbase:
A lot of what I’m hearing, mainly in-game, is that many players would like the battle for the forward spawn to be longer/tougher. Suggestions:
- Add a second ‘story’ to the two paths from the axis spawn with a ‘murder’ hole to drop nades, allies to attack from.
- Expand the distance the axis must travel, making them first fight their way TO the force fields, then dyno them.
- Add a covert only teleporter that will drop axis coverts behind the force fields, allowing them to cause confusion.
- Add a fixed mg nest to fire through the force field doen the hallway.
What we’ve heard is that people would like it to be more like the battle for the forward spawn on Oasis, a bit more drawn out. Currently its basicly a 1 or 2 minute (max) delay.
-Label where teleporters end up (for movement).
-Limit the places where the axis can dyno the final objective to one level, the middle perhaps?
Just some more feedback that we’ve been getting, thought you guys might like it. So far, everyone seems to enjoy it, although it is fairly ‘simple’ in terms of gameplay, but thats to be expected from the first Beta. Thanks again for yet another outstanding Axis attack map for us!
Also, on a side note: Marko, are you working on Daybreak or Egypt to fix the Max_Gamestate_Chars Exceeded error? If so, we think that Jecoliah has finally fixed it on Venice, and I’m sure he would be more than willing to explain what he did, in the hopes that you can fix this damn problem.


