Zombie poll: Airmars

Server setup, history & future

Do you want to see this map again?

Yes
4
40%
No
6
60%
 
Total votes: 10

[P]etya

Zombie poll: Airmars

Post by [P]etya »

So since my last Zombie map poll was invalid I want to come up with another one, which will be valid. I'm sure of it :D

I have heard that many ppl miss the map and I also enjoyed it myself, before it was removed.
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fors
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Re: Zombie poll: Airmars

Post by fors »

ssstop, airmars removed!!?? WHAT!!??
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Cheese_it!
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Re: Zombie poll: Airmars

Post by Cheese_it! »

The "non-vehicle brigade" is gradually taking over...
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Pegasus
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Re: Zombie poll: Airmars

Post by Pegasus »

Cheese_it! wrote:The "non-vehicle brigade" is gradually taking over...
AirMars was replaced on Dec 15th of last year by Caelum, a map we thought relies on a similar playstyle conceit, but affords a bit more room for non-aerial fighting to players as well. Clearly the insidious influence of the "NV brigade" grows greater every day.
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Karma_geddon
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Re: Zombie poll: Airmars

Post by Karma_geddon »

I haven't noticed that it was removed.
Still, even if usually I'm very enthusiastic about zombie polls, this time I have to say that I prefer that AirMars stays entombed. I didn't like it when it was online, I have always found it to be quite boring. I don't miss it at all.
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Degrek Phantoka
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Re: Zombie poll: Airmars

Post by Degrek Phantoka »

Although it's valid, I have to say no. I've played it offline and it didn't meet my expectations, mainly because of the small size of the map and the lack of variety of vehicles (only raptors and cicadas).

P.D: Don't lose hope, there are many other old maps that would be nice to play again on CEONSS (My_Room, for example).
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fors
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Re: Zombie poll: Airmars

Post by fors »

this map is considered bad because it is played 30 people. this map was not designed for this number and remove it for this reason is not fair. very bad that someone don't understand these things. it is perfect for 16-20 people, in this case, the vehicles will suffice on all. moreover, it is one of the few maps where there is a balance of vehicles on the nodes relative to the base.
(base difficult to attack, because in the nodes less vehicles than on the base + advantageous location of the turret.)
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Pegasus
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Re: Zombie poll: Airmars

Post by Pegasus »

Just going off of SP4, the latest attempt to improve the map that even threw in grapple guns, the map's gameplay was still dominated by the aerial playstyle by far, which all too often became tiresome as not so many ppl are very good in raptor vs. raptor dogfighting tbth, so things would boil down to outnumbering opponents and beating 'em down with guided rocket barrages. Aside from that, the most frequent hotspots of any pedestrian dueling, the midsection lateral nodes, also were notoriously hard to flip - especially when they'd both be held by the stronger team - because the big blimp's top stairs access as well as the lateral inner doors were easy enough to camp/spam, making mid-game comebacks pretty hard. Late-game in AirMars involved plenty of spam too, with spawning vecs in the primaries and the cores being in direct line of sight of both locations' respective turrets, so it all quickly devolves into an issue of who starts firing first, wrecks the other's turret, then starts pushing flyers off the platforms while being kept alive by team linkers. Eventually, this would lead to the multitude of spawning defenders having no/few flyers to use and thus opting to just sit around and fire ALL THE AVRILS toward anything flying near their enemy controlled primaries, making most attempts to raid the cores unlikely to even get close. The cores themselves being placed behind a narrow pair of gates inside the blimps would seal the deal as far as OT victories being the standard conclusion to matches with more than 16 players.

But never mind all that, thanks for ascribing our decision to just not being able to grasp crowd scaling in map design. Because the wicked fun 6vs6 we all had in AirMars that one time completely invalidates everything else. Probably.
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[P]etya

Re: Zombie poll: Airmars

Post by [P]etya »

I actually had an idea to fix the blimp problem. Make the central node capturable and put teleports in each base which will take the players to that node.
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Re: Zombie poll: Airmars

Post by Droopy_Bollocks »

I can't say I ever hated Airmars, it always seemed such a limited map.

It comes across as two maps bolted together, and once two of the blimp nodes are captured it gets one sided really quickly and becomes very difficult to defend as you have the whole blimp to sit back and AVRIL / LR camp from.

So I think in the interests of bringing in new maps to keep things fresh, Airmars hasn't got enough plus points to keep it on the roster.

But I do like a good raptor dogfight though, sadly missing these days with all the overpowered Falcons / Wasps / Pheonix in the air.

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