Some alternations for the original maps.


(Jahuu) #1

Hopefully one of these changes will get into bani´s or shrub´s mod.

1.Oasis:

-Give the axis a ammo and health cabinet, near the Command post at the house complex. (upstairs)
-Make the old city MG (opposite the old city wall) neutral constructive. (at the end of the game the axis should be able to use it)

2.Battery:

-Make the east bunker (the one with the command post) spawnable for the owner of the command post.

3:Goldrush:

-Make an axis team door to the bank (from behind the house)
-Give the axis a command post in the bank and make the neutral command post allies only.

4.Radar:

-Make the forward hut (near the main enterance) capturable by both sides and so that the doors are team doors only. (this way the allies could use a cov op and spawn nearer.) This would need the creation of allied team door.

5.Railgun:

-Make the door nearest to the axis, an axis team door and make all the other doors closable from the inside (like in battery)
-Give the allies a new constructable object: Railway block (constructable near the track switch destructed by dynamite)

6.Fuel dump:

-Give the axis a health and ammo cabinet. Place it to the house in the middle (near the pump)


(Kendle) #2

I’d assume most of those are map mods, rather than game mods. Shrub and Bani are server-side game mods, so I’m not sure which, if any, of those things would be possible for them.


(BlackDeath) #3

Just what i want, to run through spam for a longer duration of time. Furthermore, those damned friendly cov ops DONT SCAN FOR MINES!!

B_D


(Jahuu) #4

Just what i want, to run through spam for a longer duration of time

Notice the second fix for that map: the bunker doors: this way the axis are the only ones inside the bunker and therefore they can rush to the barrier from the insie plant it, open the track switch and return back inside.

Furthermore, those damned friendly cov ops DONT SCAN FOR MINES!!

At least I do, because it gives me EXP: 3 per mine spotted, besides it is kinda fun!


(RocketGrrl [SWE]) #5

-Why? These cabinets already lessen the teamwork, I, as a medic often chase low health people around only to find that they are on their way to the health cabinets.
-Why?? If axis want to spawn-rape on Oasis there are already several good spots.

-Why? Any axis spawning there would open up a second front they have to defend thus weakening their position. It would only be stupid by them to spawn there

-Why?? What is the point, to weaken the axis by allowing Covops to steal the gold before the tank is even close to the bank? Axis will have to defend this spot from the start of the map in this case. How do you think that would work in a pub server?
-Do you not want the axis to have any Medics or FieldOps?

-I think the allies already have the edge on this map, no need to give them more.

-?? Don’t they open real slow??
-The Spam… The Spam…

-Do you not want the axis to have any Medics or FieldOps?


(Maple) #6

The axis have to deal with enough before the allies break into the bank. This would only give the allies an easier time (IMHO), because one allied cvop could get a uniform and grab the gold crates.

Edit: This has already been posted.