
On the server, feedback welcome.
Xac wrote: For me, the colours used on the base do not have great contrast...a bit too much purple for my liking![]()
Normally you can't hit the core directly from this point because there's a blocking volume above it, there's also more flyers now at bases and primarys, the turrets health at theses points have been decreased , and there's now a sentinel for slow down enemy's from inside.Xac wrote:...
The other bad thing about node 4 is that you can sit on the platform and spam the core and the base without much chance of being hit. Once one team has lost node 4, it's hard to take it back again, as unless you have a group of flyers it's hard to get a significant coherent force there to attack it (often there will be 2 or more people from the opposing team standing around node 4 and together they can take down a single flyer quite easily)...
Well, i can't figure out which cave is it, the badgers have been delete from the prymaries becauses they are useless here and replace by flamebadgers at nodes 1 and 2, i can smooth the terrains and nodes names in a ulterior edit but may be wait for a fews more matchs.Xac wrote:
There are some small caves you can get stuck in with a hellbender, they are between nodes and if you get stuck there you either have to leave the vehicle and walk a long way or suicide. These should be taken out, or reshaped so that they do not sink down from the entrance. They don't seem to have any purpose, there are no health/shield packs or special weapons in them.
The terrain is quite bumpy between nodes and it's hard to drive a badger around without losing control. Could this be smoothed out?
Finally, I think the label on the "Bottom Entrance" node should be changed. The school boy humour is unavoidable
Hey Gloups,GLoups! wrote:Hey Xac, i think the map has already beeing reedit since your last play..
Well, i can't figure out which cave is it, the badgers have been delete from the prymaries becauses they are useless here and replace by flamebadgers at nodes 1 and 2, i can smooth the terrains and nodes names in a ulterior edit but may be wait for a fews more matchs.
Agree with you except for the flyer things, lot a players ask for them, also the map needed some works, until now it has been really close to the original.[P]etya wrote:Fun map, but balance broken. Way too flyer oriented and too many nodes are close to each other. So it's fun because of the newer additions, like the automatic turrets, but it's tedious after some minutes, because holding the nodes are just frustrating, especially the middle ones.
Also Banshee just sucks.
Well, i think it's a good idea to increase the distance fog start and put the fogs emitters higher, it would'nt hurt the performances anyway.Castiel wrote:I have not played this map yet. However, whoever did it put the work into it. it is absolutely gorgeous. Only criticism, I think the fog is a little to dense. If that is an option, I would thin it out just a little.
You mean delete the two turrets at nodes 4 and 1, right? it's a feasible solution. i'll go to check a couple of things.smalltown wrote:Map has potential but there are too many node in the recent node link setup and is it necessary for the sentinels to be present as it distracts everytime when attacking that node and not all air vehicles can destroy those things. And the jump-pad for the phoenix at core is still not there....