[PS1] Map Suggestions
faqir wrote:koth sucks
koth is great imo
accept this map have rly bad due this things like
1: Spawn exit has 2 point to leave but the 2 points become 1 point to exit the area,
and ive spoken with daghel and i think we should see this as a sk even before glasses or behind.
some of the players camp with hw near there and shoot when we try to leave.
2: some and specialy me, was told hw was allow hw was not allowed perhaps a difrent admin way.
but last i see bow wrote no hw at flag and day before i ask flower bout and he say it is.
like i said earler its a nice great map to play specialy i like such maps.
but its another problem map but i consider that all maps has such typical issues.
my 2 cents.
i rly want to request 2Hide or chickenbucket <--- (aka bucket) as replace for koth IF its going to be replaced but for now i would love that map stay for some weeks or days.
I've grown to dislike MLB Egypt even though it first seemed a nicely complex map with multiple stages and large areas. Now I understand these characteristics are either wrong or just a bad thing for gameplay.
Complexity: There's nothing wrong with lots of different objectives and areas around the map but the problem is that either people are too new to the map, just can't or don't want to learn what is where and what to do. Each stage has about the same amount to learn as a smaller map on its own. Is the map just too complicated? That's the only thing I can think.
Multiple stages: Brings more variety and thus fun to maps in general. However, if the attacking team knows what it's doing (and defending maybe not so much), even a small assault group can do the objectives fairly quickly and thus the spawns change with rapid speed. This might perplex the defenders even more and thus give the attackers a somewhat unfair advantage when many of the defenders don't move to the next stage. Or the defenders might start to sk when they don't know where all the spawns are and when exactly they change.
Large areas: This is just not true for the most part of the map. The map is more like a tube or pipe, guiding players via one or rarely two routes. Yes, the map is very large, but is it really useful if all the action happens in a very small proportion of it? I call this the Minas Tirith syndrome, calling a map big when actually the area that is used is a smallish single route. There is some open space in the middle stages but even then not too much.
Many of these issues are visible in all MLB maps, but Egypt is the only one where they are strong enough to actually annoy me. Accordingly, I'd like to see it removed pretty soon please.
Complexity: There's nothing wrong with lots of different objectives and areas around the map but the problem is that either people are too new to the map, just can't or don't want to learn what is where and what to do. Each stage has about the same amount to learn as a smaller map on its own. Is the map just too complicated? That's the only thing I can think.
Multiple stages: Brings more variety and thus fun to maps in general. However, if the attacking team knows what it's doing (and defending maybe not so much), even a small assault group can do the objectives fairly quickly and thus the spawns change with rapid speed. This might perplex the defenders even more and thus give the attackers a somewhat unfair advantage when many of the defenders don't move to the next stage. Or the defenders might start to sk when they don't know where all the spawns are and when exactly they change.
Large areas: This is just not true for the most part of the map. The map is more like a tube or pipe, guiding players via one or rarely two routes. Yes, the map is very large, but is it really useful if all the action happens in a very small proportion of it? I call this the Minas Tirith syndrome, calling a map big when actually the area that is used is a smallish single route. There is some open space in the middle stages but even then not too much.
Many of these issues are visible in all MLB maps, but Egypt is the only one where they are strong enough to actually annoy me. Accordingly, I'd like to see it removed pretty soon please.
Quack!
- warren-the-ape
- Posts: 6378
- Joined: Tue May 09, 2006 0:00
- Location: Netherlands
@ Vaakku
The Minas Tirith syndrome
Nice read and so true. This would make a nice blog post for the frontpage
The Minas Tirith syndrome
Nice read and so true. This would make a nice blog post for the frontpage
"When the pin is pulled, Mr. Grenade is not our friend."
Could we get the original version off Goldrush back?
A lot off problems with the entrance above the 2nd axis spawn. Mass spawnkilling etc, and in my opinion the whole idea off more entrances doesnt really add something to the map.
A lot off problems with the entrance above the 2nd axis spawn. Mass spawnkilling etc, and in my opinion the whole idea off more entrances doesnt really add something to the map.
quoting deep:
henksmadje please read topic more carefully and other topics too where u reply, then u get the point and dont have to make stupid posts.
henksmadje please read topic more carefully and other topics too where u reply, then u get the point and dont have to make stupid posts.
- Plastic_Jesus
- Posts: 2713
- Joined: Mon Jan 22, 2007 1:00
- Location: Finland
Take that Goldrush away. It just makes much harm. Super Goldrush final without double jump would be hell cool or then make doublejump much not effective because there is lot of bugs.
S.S.Atrocity wrote:Im pretty sure Saukko will have pages worth of bugs found before anyone knows about the release...lol
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