Author Topic: What's your favorite MA map & ideas for new ones?  (Read 991 times)

Offline lazs2

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What's your favorite MA map & ideas for new ones?
« Reply #30 on: February 13, 2006, 01:20:53 PM »
fields 3/4 of a sector apart seems like a good comprimise to me.

lazs

Offline Simaril

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What's your favorite MA map & ideas for new ones?
« Reply #31 on: February 13, 2006, 01:47:50 PM »
Quote
Originally posted by Goth
I furball, but I hate hordes...so stuff like fighter town usually has no interest for me. Big maps I hate because it's usually horde at 3-4 bases with 98% of the map unused.

My favorite map is Baltic. I have had a lot of good fights on that map, fights that usually start out as 5 vs 5 or even 10 vs 7, and those are the fights I like.

Had a good fight going at 7 last night till toolshedders destoyed the FH's. It's been real frustrating for me lately, hordes, HO's and lack of good fights in general have made me come close to canceling the game account.


I wonder how much of our map impressions depend on the times we usually play....because I find the Baltic too often a horde fest. Almost like a three way yin and yang, with massive forces spinning around but never meeting. I do have to say that the last couple times the nortthwestern coast bases have had a critical mass persistant fight, though...

I know what you mean about hating hordes, but for me it isnt really a matter of "hate" as it is "cant survive". I still like the Fighter Town setup, but I hardly ever go to the deck, where picks are the rule. THere are some nice semi-duels between 7-15K especially along the lateral or vertical fringes of the fighting mass. If I ping somebody up and he dives out, I let him go rather than chase him to deck, where I know I'll die..a nd it stays a fun fight for me, always finding action without a 10  minute climbout .

Give it some time, Goth...I'd hate to see another good guy bail out and further reduce the quality-to-Ra ratio! (JK)

I like the thought that went into the GV bases on the donut map too. Having GV spawns near the strats to make them tempting for the porkers HAS to draw out some guys who wouldt go to a campable base otherwise, and adds a level of suspense to point harvesters. The spawns are networked overall so there are choke points and critical bases -- and I dont hink you'd get that strategic element with a complete spawn network.

(sheesh..."spawn network" sounds like a premium channel on HBO...yuck.)
« Last Edit: February 13, 2006, 01:50:55 PM by Simaril »
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Offline USHilDvl

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What's your favorite MA map & ideas for new ones?
« Reply #32 on: February 13, 2006, 03:35:46 PM »
I'm completely in agreement with (and pleased to see, as well) the notion of making more balanced (Furby vs Bomber vs. GV) maps, so everyone has their favorite kind of engagement available.  Really hate the all island maps that lock out GVrs for days at a time.  More and better placed spawns are nothin but gooood.

Also love the ideas for making bombing more key to the game, more likely to result in large formations, and with more impact when successful.  I didn't play AW, but I can see how it would be plenty cool to have a long bombing raid really dig into the bad guys for awhile, by cutting off something critical.

Now...specifics;  I would like tunnels back again, I would like trees that offer cover from AC, I would like emplacements/revetments/shooting pits for GVs on defense.  I would like a tanktown on every map...sometimes I just want to jump in cannon blazing and not wait for a 15 minute trip/flight.  Each map should have one isolated area with untake-able fields..one for the furby's and one for the tankers...Let the furbys furball without anyone dropping their hangars, and let the tankers tank without some nudnik showing up and bombing the bejeebus out of them.  Would have to exclude them from the total count, so someone can still win the war.  I'd like more mannable guns on fields.

And I'd like to stop spawning in trees, Santa.


Offline LePaul

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What's your favorite MA map & ideas for new ones?
« Reply #33 on: February 13, 2006, 08:20:09 PM »
Snow...wasnt there a CT map that had snow?  It was pretty sharp

Im all for maps that arent too close together yet not too far apart.  Some sort of balance that wards off the folks who insist on porking ordinance along the entire front.

Offline ghi

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What's your favorite MA map & ideas for new ones?
« Reply #34 on: February 13, 2006, 11:06:50 PM »
imop a good map is:

1.--- Medium size , not too small to get reset in few hours, not to big , to see it there 7 days, is boring

2. --- Don't divide the map in 120 degrees ungle, /team.
             Remeber Pizza !? was the only map, that didn't have 3 coutries , divided in 3  x 120 degrees, were 3 main islands, but not 1 team /island. the front line was huge unpredictable => more intresting, fun

3.--- GVs, spawn are ---U  N  F  A  I  R -- modeled , i'm not a GVs fun but i feel sorry watching some poor guys, driving/climbing hills for hours to find something to shoot ,
     Are a lot of players paying for game just for GVs fight, why not give them a chance!!??
 GVs should spawn in the same spot, at every base from all directions 1-2 k radius:  See "Big Islle" the base A144 is one of the best ,GVs fights,

4.----that  fog at 15k  on all maps saves frame rate or something? why not more clouds diferent alt?

5.----Paint the maps in more alive, bright,coloures. Coloures, are dull, the grass  and trees are green but not green, the sun, explosions , tracers are not bright,

 6. cut some trees, all maps looks like amazonian jungle,  can't find  place to land wthout crashing in trees