Before we get to the map I just need to make one quick point (to nobody who has posted here btw). Even though some maps may seem to be deeply unpopular, they are all part of a diverse map roster which has to cater to a wide number of players with different likes and dislikes. To put this into perspective, we had just under 400 different players on the server yesterday. That's a lot of different people each with their own preference for what makes a "good" map. We also have to take into account that at some points in the day there will only be 1 person on the server and at others 32, as well as trying to maintain server stability and performance along the way.
The point is, before declaring to the server that such and such a map is a "spec map" within 3 minutes of playing it and becoming part of a loud, negative, self-righteous minority, try to play it a few times, preferably with different numbers of players. Then think about what is right and wrong about it and
then post your thoughts on the forum such as Daly has done here or Pet has done
here. This is far more constructive and productive for everyone and will benefit us all in the long run.

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Shipdock:
First off, this map is 99% Ten's work. If you play the
unedited version, you can see the huge amount of work that he has put into to it and deserves a pat on the back for. My own involvement was to change the vehicles before putting it on the server, which also happens to be the main source of unhappiness concerning this map
Paladin:
There's already a Paladin at nodes 6/8. It wasn't placed at the team base because it would have draw out the map for too long so every game would have been a 20+ min slog. Plus the bots don't like the larger vehicles down there. It wasn't placed at 2, 3, 4 or 5 because this would have narrowed the vehicle pathways even more then they already are. Having it where it is gives each team a choice to either take it down to 7/9 or up the ramps and into the thick of the action.
Deadly water:
There's a teleporter inside a box at the top of the passage from 7/9 to the main area, this will take you to the other side of the map. Players can also use the jumpads and centre platform. All 3 types of vehicles at the main bases can get across the water. The other vehicles can get around the two side passages.

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OMFG gun:
Removed because every player was starting to find out where it was and the map was becoming a slightly larger version of Spambox.
Turrets:
Good idea. Two turrets on top and teleporters in the corners
Hover Badger:
Well the Hover Badger was chosen because it could get across the water, jump above the fences and because of it's kick (railings and other obstacles were removed to make it harder to spam with this). Also two were placed at the bases to help with comebacks.
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I still think this could be a very good map which could add to the diversity of the roster. As such I think it deserves another chance.
Changes proposed so far...
* Remove the player damage from the water.
* Place two turrets at each base.
* Put back the OMFG gun.
* Move the Paladin to another location.
* Replace/modify the hover badger.