| · Portal |
Help
Search
Members
Calendar
|
| Welcome Guest ( Log In | Register ) | Resend Validation Email |
| Pages: (3) [1] 2 3 ( Go to first unread post ) | ![]() ![]() ![]() |
| jay_em113 |
Posted: Sep 20 2005, 08:44 PM
|
|
Advanced Member Group: Members Posts: 50 Member No.: 73 Joined: 14-September 05 |
So now that we have all these new maps..I think it's time to discuss what changes (if any) should be made to them. Obviously powerups need to be added to most of them. Question is...where? Also, some weapons need to be moved or replaced by other ones....so feel free to post any of your ideas here.
Warlock: powerups need to be moved to a diff location. People are actually spawning directly on top of them. Containment: don't care Sanctuary: powerups need to be added somewhere. Weapons are pretty good I think. Turf: powerups need to be added. I think only one brute shot should be here. A rocket would spice things up as well. Sniper should definitely be on a timer if it isn't already. Elongation: Brute shots need to be taken off this map I think. Powerups added somewhere. Backwash: don't care Gemini: don't know Relic: don't care Terminal: don't care I'm just trying to get discussion started right now on this. I will respond later with my own exact likings when I actually have time to think about it and am not busy at work. So discuss.... |
| Renegade Masta |
Posted: Sep 20 2005, 09:13 PM
|
|
Advanced Member Group: Members Posts: 160 Member No.: 57 Joined: 6-September 05 |
Part 1
Warlock- There was no need for adding those OSs the CAMO in the middle was fine. Sanctuary- This was a fun one the 2 needlers in the center structure could be replace with airlifts like on foundation to lift you up to that level above the center base. And the powerups can be placed where the arches are under the carbine. It is a midway point. Also maybe take away the turrets and replace them with somthing |
| Renegade Masta |
Posted: Sep 20 2005, 09:27 PM
|
|
Advanced Member Group: Members Posts: 160 Member No.: 57 Joined: 6-September 05 |
Part 2
Turf- A really tough one because it is so random. Yeah what he said before. The first powerup should be added where the Brute shot spawns closest to the medhut. The second one spawning where the PP is ontop of the two little buildings side by side in the alleyway. Turf isn't a very good map anyway. |
| Renegade Masta |
Posted: Sep 20 2005, 09:33 PM
|
|
Advanced Member Group: Members Posts: 160 Member No.: 57 Joined: 6-September 05 |
Part 3
Elongation- Replace each brute shot with a sniper (believe me it will be awsome fun) and it is more balanced. If anyone else wants to add onto this one go ahead. Backwash- Behind all that ugly fog and annoying no grenade start is a beautiful level. I say make the map brighter and eliminate the fog. Also spawn normally with grenades. Where the CAMO is it should stay and the weapon spawns are ok I can't really think of any great spawns for weapons. Maybe replace where the sentinel beam is with a sniper. And where the PP spawns with a carbine. |
| Renegade Masta |
Posted: Sep 20 2005, 09:37 PM
|
|
Advanced Member Group: Members Posts: 160 Member No.: 57 Joined: 6-September 05 |
Gemini- Put the 2 powerups one on each side up top where the PP is after you go through each teleporter and remove the OS where it is right now
|
| Renegade Masta |
Posted: Sep 20 2005, 09:42 PM
|
|
Advanced Member Group: Members Posts: 160 Member No.: 57 Joined: 6-September 05 |
Containment- I don't have enough time to go through every spawn on the map but I think it should be a quick reskin of it where it looks like Coag. (It gives it a much much better feel and also I think a addition of a pelican on containment would make it played much more) compared to that picture also instead of all those structures being dark gray mix it up like on coag and make it a light tan and that grey color.
![]() ![]() Relic and Terminal are not competitive or fun maps so I am not even going to bother with those 2. |
| jay_em113 |
Posted: Sep 20 2005, 09:59 PM
|
|
Advanced Member Group: Members Posts: 50 Member No.: 73 Joined: 14-September 05 |
To respond to Renegade.....
Warlock - This level needs two powerups...it's a H1 remake for one thing...gotta do it justice Sanctuary - I love your thoughts about Sanctuary w/ the lifts. I'm thinking maybe the powerups to go in shotgun tunnels would be better places. Place the shotguns in a different location...how about where the BR normally is in H2 by the ramp to the base? Turf - good ideas for powerups. Oh and I know Turf isn't that great...but we can make it better. We made Ascension 100x better....no one gives it a chance though. But it's still a very balanced map. Elongation - Snipers replacing Brutes is great. 100% agree. Powerups need to be on this map. I think where the PP's are at each base would be a good spot for each. Like on the 2nd floor just after you go up the ramp. Backwash - I agree with you...IF the fog can be removed and nades can be added then it would be an awesome map. I didn't think this was possible at all so I didn't bother thinking about it. I would like confirmation from Dest before even beginning to think about powerups/weapons on this map....as I hate this map w/ fog and no nades. |
| Renegade Masta |
Posted: Sep 20 2005, 10:12 PM
|
||
|
Advanced Member Group: Members Posts: 160 Member No.: 57 Joined: 6-September 05 |
Yeah I like the idea of the OS being under the CAMO on warlock and on Sanctuary that is a good midpoint on each side kinda like midship if you put one where the shotgun is on each side that wouldn't be a midway point in a team game like warlock where you would spawn on it. On all maps for team games each team needs to have a equal chance of getting to the powerup at around the same time. Yeah and on backwash not having nades and having low visibility really restricts it from being a solid map in the long run. Also the sniper spawning at each side would make it a favorite. |
||
| NaStY |
Posted: Sep 20 2005, 10:50 PM
|
|
Advanced Member Group: Members Posts: 89 Member No.: 4 Joined: 22-July 05 |
I love all of these ideas, Snipers on Elongation, OS at bottom of Warlock, except for one thing. I think that there should actually not be any lifts on Sanctuary just because right now, it's easy to get to the top with a skilled jump. This was always my favorite part about the level, because if you take the time to learn and practice the jump, you can utilize this part of the level effectively in gameplay. So I say no lifts in Sanc.
Turf is actually a great level, but it really needs an overhaul w/ weapon spawns. BR near medical tent (behind the small wall w/ windows) -> Camo Medical Tent SMG -> Shotgun Warthog -> Rocket Launcher Brute Plasma Rifle -> OS Grenades in Warehouse -> Sniper Brute Shot by Medical Tent -> Sniper Sniper -> Bruteshot Any other duals-> Plasma Rifle, Plasma Pistol Other BR's -> Needlers I thought about this a lot and I really think it will help the level a LOT. By my thinking, you usually start with one team in the vicinity of the Medical tent, and another by the warehouse and maybe near the scarab. This setup should create some really great conflict and map flow from the very beginning. As soon as each team starts, they have quick access to a sniper and a powerup. Thus the rocket launcher, being at the most open place in the level is almost immediately in conflict. Both teams will very quickly have a sniper looking in the direction of the RL. This layout would probably see some superb sniper battles and flanking until the RL is in full control and out of the open. After this happens, the other team will have to make a series of assaults as the RL team will probably control the OS and the upper ground. This should provide some very entertaining pistol battles up and down the ramps. The placement of the Brute Shots (at the vents and where the sniper used to be) will probably cause some interesting uses of cover as players send volleys back and forth over the separating valley. The main differences we see here are that unlike normal H2, a team camping will have to move eventually, or else the opposition will secure control over a new rocket, camo and sniper. In addition, the warthog gayness is removed and the addition of another sniper should make the combat more interesting and tactical. |
| Darkassasin |
Posted: Sep 21 2005, 12:53 AM
|
|
Advanced Member Group: Members Posts: 93 Member No.: 15 Joined: 10-August 05 |
Snipers on Elongation?? Imbalance anyone? I guess not.
|
| jay_em113 |
Posted: Sep 21 2005, 01:12 AM
|
||
|
Advanced Member Group: Members Posts: 50 Member No.: 73 Joined: 14-September 05 |
Yah you have some great ideas on making Turf better. The ONLY thing I don't agree on is the placement of the powerups. I've been thinking about it and what about Camo where PP is near the warehouse? Then OS where the PP is near the medical tent....like Renegade originally said. That way....people atually have to run a little bit instead of basically spawning on powerups. I think that could make it more interesting and not totally dependent on just where you spawn. DarkAssasin...snipers on each side of the map would be balanced. Both teams have an equal opportunity to get the snipers from the beginning. Can you imagine CTF on that map w/ the snipers Also, I actually think the lifts on Sanctuary are a brilliant idea....yes you can get up there w/o them....but it's a very precise jump (not counting host grenade jump)...and can easily be screwed up. I don't think one should have an advantage b/c he or she has all the spare time to get that jump down perfect...everyone should be able to get up there. Also, with everyone not being able to get up there...it gives the host an advantage b/c they can grenade jump...so this kind of elimates that. The Sanctuary powerups in the tunnels were just an idea....I kinda like picturing the powerups in a place that's more secluded than open....but I do agree w/ what you are saying w/ them needing to give each team an equal chance to getting to them. I will say that with the spawns in H2 that's almost impossible though....I dunno....If you take Chill Out in H1 for example...you ALWAYS had a team spawning right next to the camo...then the other team spawning relatively close the OS. I'd like to see more input on this particular map...... Spawn in the open...equal to each side.... or spawn more secluded....w/ each team getting one powerup at the beginning? |
||
| h2Oded |
Posted: Sep 21 2005, 01:17 AM
|
||
|
Advanced Member Group: Members Posts: 98 Member No.: 56 Joined: 6-September 05 |
The sanctuary powerup suggestion was pretty retarded. Having them in a place where there is only 2 spots to get to it is stupid. I'd say have the powerups in the rocks, replacing the plasma rifles. One in blue base water rocks side, and the other in the red rocks. This way, there is more ways to get to it, and more ways to defend it. And renegade, we know you are a post whore and love having a high post count, but do you really think you need to make 20 posts in a row? Couldn't you of just edited your first, or just made it totally into one post to begin with? I mean, come on. And to Jay_em's last post. Lets not reward people for practicing, lets just let people be able to do the same shit. I mean, come on. That was by far the stupidest shit I have ever heard.
Sounds like you're starting to take a Bungie approach. "Lets not reward people for having good aim, lets just make every shot hit the person." My respect for you has dropped a considerable amount. And, everyone can get up there with a skilled jump. Emphasis on SKILLED. Give me a break. |
||
| jay_em113 |
Posted: Sep 21 2005, 01:34 AM
|
||||
|
Advanced Member Group: Members Posts: 50 Member No.: 73 Joined: 14-September 05 |
Alright well the only way I know of getting up there is pretty hard and takes a lot of practice. Plus it takes a considerable amount of time to actually get into the position needed to make the jump. I don't feel that one should have to open himself up to getting 4 shotted by trying to make a stupid jump that is not that easy to make. It takes too long to set up even if one can get up there on a consistent basis. Now if you know of a good way to get up there where you don't leave youself w/ this big fucking sign on your back saying "SHOOT ME" then please share it w/ everyone and I'll be happy to retract my previous statement. Do you know how much the lifts would open up the strategy on the map? I can only imagine the possibilities. Also, you should know better than to think I'm taking a "Bungie approach"...I fuckin hate Bungie for what they did to H2.....aiming is one thing....being able to get into a position that was never intended is another. |
||||
| h2Oded |
Posted: Sep 21 2005, 01:39 AM
|
|
Advanced Member Group: Members Posts: 98 Member No.: 56 Joined: 6-September 05 |
How does adding a airlift, that takes you up a considerable amount higher then the jump, not open you up to getting shot? I mean, your post was just stupid. This is alot different then the Foundation airlifts. You CAN get on top of the middle of Sanctuary. If the skill to get up there is beyond you, then you obviously don't deserve to be taken up there.
|
| jay_em113 |
Posted: Sep 21 2005, 01:59 AM
|
||
|
Advanced Member Group: Members Posts: 50 Member No.: 73 Joined: 14-September 05 |
Yes, the lifts do leave you open to getting shot...that's the beauty of it...it's risk/reward. Oded, you and I have never had problems....you are pretty cool when we are actually playing....don't start questioning my motives or "skill" based on what I say in one post, for one map....ever. That's just straight up lame. You have yet to describe your ---oh so simple way of getting to the top w/o being a sitting duck for anyone who sees you--- instead you just criticize me and my ability......which is not a way to argue your point. Oh and before you say it....the difference between leaving yourself open to getting shot w/ the jump and the airlift is....the airlift is almost a guarantee to getting up top....the jump is not. You can't get up there everytime you try it. So what reason is there to try it? In my opinion that just discourages people from trying....therefore making the level much more boring. |
||
Pages: (3) [1] 2 3 |
![]() ![]() ![]() |