So I might as well make this thread about it, since I'd be ready to address some potential problems of my last version of the map when I shell out a new one.
Things I had in mind:
- Replace Ion Painter in destroyed buildings with Super Shield (or possibly even Mega Shield).
- I am not sure if I should keep the instant Teleporter to the top of the roof from down there. The propeller booster from V2 (regardless of Peg's ranting about it, for now) seems actually like a nice addition.
Sure, it leaves you vulnerable, but imho that's the point of it. Using the Teleporter is an incredible shortcut that works around most of the enemy defences for the rooftop nodes. If more people actually knew about it and used it, it would probably be much stronger than it's perceived right now. But I am open for discussions on this point. - Including the Ion Painter on the central building, the map features currently 3 Painters and 4 Deemers in my last version. Removing the two Painters in the destroyed buildings without replacements would bring it down to a more or less reasonable number. Any objections? Does anyone want the garage Deemers relocated somewhere else, for instance on top of the propeller building as in V2? That would mean that someone using that route would get access to two super weapons in a row, though, which also lead him directly to the rooftop nodes. So maybe not such a good idea.
- Currently I am uncertain about whether or not to include the Manual Turrets at the rooftop buildings as in V2. That node already has some pretty nifty defences, so it's not really needed. I want to keep the Hammerheads in the map, so this could act as protection against them. But given how they are already huge flying targets that attract half the Shock spam of the entire team once spotted and thus have a hard time manoeuvring and aiming properly, I feel like those turrets could be too much.
- Better lighting.
- Nicer music.
- Indoor gravity of building areas is higher than outdoors, which gives a nice change in combat pace for infantry and vehicles.
- Location names.
- Material types.
- Anti-Spam fences.
- KarmaWakingVolume at lifts, causing vehicles to be properly propelled upwards even when not driven.
- Shock Rifles and Lighting Guns in lockers.
- Tau Hammerhead with reduced knockback from Shock Rifles and working secondary miniguns that can shred targets below it pretty quickly (more efficient against vehicles than infantry, since the latter is pretty dodgy).