Re: OperaHouse
Posted: Sat 26. Sep 2015, 21:16
Fully agree with your opinion droopy, I thought not adding flying gear, instead removing three badgers and put the last one near the opera and replace them with a version of scorpion in a maximum number of 4.
In my opinion, the map have to let the odds on the side of pedestrians.
On the other side to give a little fun but more to defend the bases to allow the equipes to regain their primarys , a powerful vehicule would be good if it spawn at the cores only, like the goliath on spiffingrad.
In my opinion, the map have to let the odds on the side of pedestrians.
On the other side to give a little fun but more to defend the bases to allow the equipes to regain their primarys , a powerful vehicule would be good if it spawn at the cores only, like the goliath on spiffingrad.
This may be have several interpretations, if you want to talk about the visual side - content of the map, I will not cut into the quality, a square face of a mesh can contain one hundred of triangles or although only two, well it will be more beautiful with two.Droopy_Bollocks wrote: Simplifying the map too much will make it bland and easy, unless that's what we're now aiming for as a server then why do it?
This is a track to follow to make the route harder by adding somes nodes there.Droopy_Bollocks wrote:
there are buildings unused that could be made to serve good purposes (difficult to reach deemers, health etc)