Right,
We need to get on with server rules as i said in the other thread i have some ideas but as theres a team of us i want each of you to work on a map and be a specialist at it so we can do it alot faster.
We will start first with Rush and move to conquest next!
So here we go each person is issued a map that person then plays the map and specialises its flaws and pitfalls for tactical ability.
You essentially are looking for what boundaries/ rules need to be in place, what special features the map has and come with if possible location names.
You are allowed to look at more than one if there are overlaps this will strengthen our decisions and please make a brief written account here of your findings.
To make it fair maps were picked from our current map rotation and names placed in alphabetical order.
- Valparaiso-Acid / GhostMjr [received]
- Isla Inocentes-BigPaddy / GhostMjr [awaiting]
- Africa Harbor-Magnus / GhostMjr [to be reassigned]
- Nelson Bay-Ninja / GhostMjr [received]
- Port Valdez-Tbag / GhostMjr [received]
Guys.. we're behind the curve at the present moment in time. However, we all have sufficient experience to put something together for the map assigned but also to add general "ground rules" while we're at it..
Let's all rally around and get this done before the weekend if possible.
Pay attention to the post as it states "Rush" at the moment. I would argue that you need to be prepared to comment on conquest shortly thereafter.
From the Defender side of course:
Nelson Bay:
1st Base:
Most important in terms of balancing the gameplay. Defenders should not venture too far out as they are close to spawn raping otherwise. My suggestion is that we keep the defenders in as follows:
Facing the attacker spawn, the general boundry should be the Defender side of the First Car on the road on the left side. If you follow that across to the other road on the right side, there is a fence line and on the river, there's actually a pool of water (or lack of ice) which should be the other boundry.
2nd Base:
To be honest a boundry is not necessary once the attackers have capped the first base. If anything, I would propose that the Guard Post / Checkpoint be the limit for the defenders.
3rd Base:
Due to the fact that the attackers are spawning so close to the 3rd base, it's not possible to draw a boundry as it will compromise the defenders too much.
Happy to take your feedback or comments.
My 2 cents on this is that we should focus on the basic rules first, I'm not sure any map specific rules are needed at this stage if we enforce our usual commonsense rules.
Quote from: TeaLeaf;307226My 2 cents on this is that we should focus on the basic rules first, I'm not sure any map specific rules are needed at this stage if we enforce our usual commonsense rules.
Thanks TL. We are formulating ground rules that will be posted in the open forum shortly.
NF
guys.. where's the rest?
skass I thought you mentioned that you had yours done and was going to post it up?
Port Valdez is a fairly straight forward map in terms of where boundaries should be drawn.
- Left and right are defined as the defenders looking towards the attackers deployment zone -
First base:
The shrouded zone is always out of bounds.
Left hand ledge (often used by attackers to drop down towards A) and the trees at the base of the cliff outside the front are out of bounds, however the road is allowed. It is an exposed area but is useful for the defenders planting anti-tank mines. Limited travel into the areas forbidden for the purposes of spotting vehicles etc can be advantageous but feel we should discourage it as it is not directly related to defending the points, and discuss again later if it needs to be changed.
Further Bases:
The other sections are clear "bases" where there is little/no team advantage to stray outside, a small area outside A is allowed for the second base, but otherwise stick inside the base, the beach area in base 3 can (and should) be defended from the containers, and going beyond the B crossroads in the final base is not necessary.
If you bail out the helicopter over enemy territory head back to your team, people aren't expecting to see you in their sanctuary zone, much like CS:S when the bomb got picked up while you were in enemy territory don't abuse the fact they aren't expecting you.
nice one t-bag
Ninja i said ill be doing mine this weekend due to haveing Uni this week.
I know I'm not allowed in here ^_^ , but thought this would help?
http://planetbattlefield.gamespy.com/View.php?view=Gameinfo.Detail&id=310
Why not steal the piccies and post up a rough idea on the boundaries, although I'd see it as, don't spawn camp.....most regs should know when they're being out of order.
Anyway, hth?
Quote from: Benny;307405I know I'm not allowed in here ^_^ , but thought this would help?
http://planetbattlefield.gamespy.com/View.php?view=Gameinfo.Detail&id=310
Why not steal the piccies and post up a rough idea on the boundaries, although I'd see it as, don't spawn camp.....most regs should know when they're being out of order.
Anyway, hth?
I think you're bang on. the main rules on any map are simply don't go to their deployment zone...anything else is superfluous.
Here's my map:
Valparaiso-The map is quite straightfoward with some special spots.
First Base: For attackers its nothing special, just zerg and blow up. For defenders i think the limit where to go is the border of the jungle. Going into the jungle is a bit too far from the MCOMs and thus makeing them unable to rush to their defence in time.
Further Bases: Afther the first base its quite the same as for first.
Second base- since the distance between them is short, the defenders shouldnt go down the hill and stay in the base and defend and ofc utilise the Lighthouse (for a maximum of 3snipers).
Third base- this is were things get a bit messy, since the defence snipers in the lighthouse will continue to use it and snipe attackers spawn and assault. To just solve the problem, after the defenders loose the second base, everyone should just drop the Lighthouse and ignore it overall (both att and def). And one more thing: The Attackers are not allowed to arm B underneath it (atleast i think that).
Fourth base- nothing fancy. Defenders shouldnt go too down the hill and stay at their base (laying mines is ok but not too down).
Fifth base- again, nothing fancy. Defenders should stay near their base and probably shouldnt go near the mountain (useing the green slope is suggested to snipe).
First post updated to reflect additions