Orpheus said:
I thought about this map the whole time I was out on this run. I have some suggestions but....
... If you aren't going to use them, I'll abstain.
if it's a condition that your ideas must be used before you give them, then please abstain. it's not like i'm not interested in any suggestions; i've already got a some of my own, and i've already made changes to;
the axis spawn, securing most of the train station behind sandbags and train cars.
the tunnel thing that ran from the sunken cafe area through to the allied main street. it's now a wine cellar sort of place.
the flag at the cafe area has been moved up onto the street above, and is now a pallete of spam, 2 man objective.
various lighting, especially turning of the flickering lights in the axis spawn that were killing framerates.
that's some of the things i've already done, and there's still some i want to do. the allied spawn needs be extended to the building on the opposite side of the street, as they all spawn too close to the action atm. also, a defensive wall of sandbags/rubble needs built across the street, giving cover to the spawn exits, and providing a vantage point to take out any enemy spawn campers.
rugs, telephone poles and sandbags are also on my list, though sandbag placement is subject to change, depending on any feedback the map gets regarding balance.
that's for a beta release to test the actual gameplay. there's other changes that i'd like to make, like making a decent skybox, or fish models to swim in the pond, or even doors on the axis spawn builings. right now there's no way in or out of those buildings, other than the windows, or a door on the roof. but things like that don't really affect gameplay, so they can wait for a final release.
the only reason that i'd be closed to any suggestions would be based on how good or bad i thought they were, divided by the amount of effort they may take.
Gwil, the release of argentan compelled me to make a lot of changes to my map. argentan had the same open gameplay that i'd been aiming for, and reminded me of my own map in a lot of ways. but playing it made me realise that i didn't like the gameplay that came with it.
maybe i overreacted a bit when i tightened everything up, but i've aimed for a stlye of play that i prefer, while still attempting to give some scope to other players. the maze of corridors effect that you feel shouldn't last too long. as far as i know, there are no identical places. possibly because i built it, but put me anywhere in the map, and i'll get to almost anywhere else within a couple of sprints.
opening the map up again would be quite a difficult task, though there's one possibility that i can see (i've got the mini-map as my desktop) that would make the centre objective a larger arena, a la avalanche. a lot of the brushwork is important to areaportals, hints, clips etc, so i'll have a mess around in hammer to see how much work i'd be looking at.
meh, i'll be old and gray before i get this finished... :rolleyes: