Good and Bad Maps

Anything about UT2004 mapping, Uscripting & more
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Xac
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Joined: Thu 15. Nov 2012, 14:21
Description: keeping it UNreal since 2004

Re: Good and Bad Maps

Post by Xac »

I agree with most of what you say Rotten. Although I think Barracks does have some nice features that make it an enjoyable map to play. I think it has a good mix of things to suit a wide range of playing styles. Like it being mostly open, but then one crucial node where you have to go in and get personal in an enclosed space. The only bit I'm not so keen on is the last node before the core. That tends to get congested and as soon as you land on it, a tank lurking in the enemy base blasts you away.

It raises the general question I suppose about how good it is in any map to have just one node linking to the core, making all the attacks come from one direction?

Edit: Played Barracks tonight...looks like I was wrong, there is another node that connects to the core, up in the rocks. No-one seems to attack that one much though.

Gunshop, Pegasus has covered this before quite comprehensively (see the topic in my OP).

Masterbath, it's high octane, especially in that central node, where you can be hit by turrets, run over with mantas, spammed, blown up by tanks etc. However, I usually find even on foot, most of the time I can make it to that central node and start building it before I get killed, even when under heavy enemy attack. The only change I would make is to have avrils available at the spawn point up in the shelves. I think that would stop too much turret camping and anti personnel manta "mowing"...but it might cause a bit too much of a stalemate situation...Pegasus could probably provide some insight here.
Play it safe, do what Droopy says..."Always double tap!"
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