ONS-Ahebban

Feedback, discussion & bug reporting on current maps
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Miauz55555
Posts: 924
Joined: Sun 7. Jun 2015, 22:12
Location: Germany

ONS-Ahebban

Postby Miauz55555 » Sun 20. Sep 2015, 00:11

I just write down a few thinking’s about this map and hope you will agree/ disagree and extend the list.

First gameplay:
I played it on the server against one player and it was ok. You can dominate with tactics and speed. And I was playing it with more players (I thing 14, don’t know) that was very lag, but it could be my connection. With more players you can good protect the cave nodes.

Positive things:
Nice ambiance (the castle, the cave, Stonehenge)
Different vehicles.
When you lost your vehicle you have the chance to run too your next node in an exactable time.

Negative things:
Note 7 (Stonehenge) is too important.
The target launcher and the SPYMA are nearly useless on this map.
You are too slow when you use the footpath between 6 and 3 for taking down the other node.
Without a vehicle you are death in seconds.
When you play against Boots they shoot with the turrets on 5 and 4 over the half map.

Changings?
Remove the target launcher. Add a shield or health on it position.
Exchange the 100 health between 6 and 3 with a redeemer.
Exchange the Tank with a Badger.
Perhaps change the node linking. Remove the connection between 3 and 6. Add a connections between 1 and 6 and also between 2 and 3.
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[P]etya
Posts: 71
Joined: Tue 16. Jun 2015, 07:42
Description: someone

Re: ONS-Ahebban

Postby [P]etya » Sun 20. Sep 2015, 20:39

SPMA is indeed very useless on this map. Mainly because most nodes are located in caves. I think the node linking is fine.

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Miauz55555
Posts: 924
Joined: Sun 7. Jun 2015, 22:12
Location: Germany

Re: ONS-Ahebban

Postby Miauz55555 » Sat 10. Oct 2015, 22:26

Thanks for the reply [P]etya.
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