Space-Island-SP1
Posted: Fri 6. May 2011, 23:47
Constructive criticisms and suggestions for the Space-Island-SP1 map.
Pros:
Nice looking
Easy to navigate
Nodes have a fair balance between attack and defence
Cons:
Takes too long to travel between nodes
No vehicles
Two centre nodes become a choke point for one team to control the map
-------------------------
I've played this map twice now. The first time with 10/11 players made the map far too sparse to be able to build any momentum. After building a node you would have to move onto the next node and attack it yourself as other players were unable, for whatever reason, to do so and by the time you got there the node which you had just built was already under attack. Then you would need to go back and retake the first node and try again. This meant that two players on opposite teams would be endlessly moving back and forth without really shooting each other. This can easily turn into a 20min+ map which become extremely tedious. Toward the end of the game only 3/4 people were left playing.
With 30 players there was a great deal more fighting and the game became more interesting, however once one side has taken control of the two centre nodes (5 and 6) and has a fair few players defending them, it becomes very difficult to get back into the match and feels like a traditional map with a choke point even if there is two nodes. A handful of players left during the game.
---------------
Possible improvements:
Change the link setup
Introduce redeemers
Reduce the travel time between nodes
Introduce Raptors
We could try changing the link setup. Removing the link between 5/6 and placing new ones between 1/2 - 3/4 would possibly create and more open map, more along the lines of CEONSS maps.
Introducing redeemers wouldn't be to everyones liking, but if the link setup stays the same it would allow teams to get back into the match quickly by getting a foothold on the centre island, nodes 5/6.
The time it takes to travel between nodes i think is this map biggest problem. If DM isn't your cup of tea then this map can be extremely frustrating as it can take 20/30 seconds to get back into the action, then you die and then you're back to square one again. The hand teleports have limited use as there isn't a great deal of space to use them. By introducing a few yellow instant teleports to the map we could greatly reduce the travel time and open up the map. Perhaps placing them on the opposite sides of the nodes to where the white boost jumps are.
Last is the Raptors. I personally don't think this would work too well as the map would become a narrow AirMars which itself isn't a hugely popular map, but it's a possibility.
Pros:
Nice looking
Easy to navigate
Nodes have a fair balance between attack and defence
Cons:
Takes too long to travel between nodes
No vehicles
Two centre nodes become a choke point for one team to control the map
-------------------------
I've played this map twice now. The first time with 10/11 players made the map far too sparse to be able to build any momentum. After building a node you would have to move onto the next node and attack it yourself as other players were unable, for whatever reason, to do so and by the time you got there the node which you had just built was already under attack. Then you would need to go back and retake the first node and try again. This meant that two players on opposite teams would be endlessly moving back and forth without really shooting each other. This can easily turn into a 20min+ map which become extremely tedious. Toward the end of the game only 3/4 people were left playing.
With 30 players there was a great deal more fighting and the game became more interesting, however once one side has taken control of the two centre nodes (5 and 6) and has a fair few players defending them, it becomes very difficult to get back into the match and feels like a traditional map with a choke point even if there is two nodes. A handful of players left during the game.
---------------
Possible improvements:
Change the link setup
Introduce redeemers
Reduce the travel time between nodes
Introduce Raptors
We could try changing the link setup. Removing the link between 5/6 and placing new ones between 1/2 - 3/4 would possibly create and more open map, more along the lines of CEONSS maps.
Introducing redeemers wouldn't be to everyones liking, but if the link setup stays the same it would allow teams to get back into the match quickly by getting a foothold on the centre island, nodes 5/6.
The time it takes to travel between nodes i think is this map biggest problem. If DM isn't your cup of tea then this map can be extremely frustrating as it can take 20/30 seconds to get back into the action, then you die and then you're back to square one again. The hand teleports have limited use as there isn't a great deal of space to use them. By introducing a few yellow instant teleports to the map we could greatly reduce the travel time and open up the map. Perhaps placing them on the opposite sides of the nodes to where the white boost jumps are.
Last is the Raptors. I personally don't think this would work too well as the map would become a narrow AirMars which itself isn't a hugely popular map, but it's a possibility.