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Which maps need improvement?


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anthonylei01 #21 Posted 01 April 2016 - 08:56 AM

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Please also change the cap location of the new Middleburg map. 

 

This would force players coming down from the high ground



DefenderOfTheArtillery #22 Posted 10 April 2016 - 12:24 PM

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Mines: the hill is,such a point that get hill=get game.

as iBO55 said before, remove fails creek bridge, or change cap area.

and a few changes to middle burg .



CarvinMarvin #23 Posted 11 April 2016 - 08:46 AM

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View PostDefenderOfTheArtillery, on 10 April 2016 - 10:24 PM, said:

Mines: the hill is,such a point that get hill=get game.

as iBO55 said before, remove fails creek bridge, or change cap area.

and a few changes to middle burg .

 

If you remove the bridge on Falls Creek then you will immediately increase spawn camping, and you leave no way to dig them out but frontal assault.

 

 


 


TheTwistahF2 #24 Posted 19 April 2016 - 07:19 PM

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Mines

Ever heard of a boring one sided match map? This is it. Its one sided because

A.) North side has a much safer entrance if the southern team doesnt have any eyes on entrance (plus theres a boulder that can cover their entry)

B.) When one of the teams have more competent mediums, GG NO RE

Also, all the action seems to be focused on the hill and nothing but the hill. The village seemed to rarely see action and the west is almost completely useless. If any maps needs a rework this is it. Either that or Falls Creek (or should I say Fails Creek). Ill put more to that later. Now for suggestions to make it better... 

Suggestions:

a.)Make two entrances for both teams so that the north side will always have the advatage

b.) Lessen the hard cover on the cap circle

 

Falls Creek (or should I say, Fails Creek)

Fails Creek is probably one of the worst maps in its current state. It has always been a contest of who caps first. The bridge is the most useless position in the map since theres too much cover in the cap. If at least more than two tanks go bridge and the reds all go cap, game is done. The outcome after one minute can already be predicted and the games either by 

A.) Your team gets all wiped out by the cap defenders

B.) Your team all went bridge and reds went all cap and nobody moves for the next 2 minutes

The only entertaining games in this map only ever happens if both teams had bridge pushers and medium cappers/flankers. Too bad that always doesnt happen because its random battles. Now for the suggestions on the rework

A.) Lessen the cap concealment because reasons

B.) Either remove the bridge completely or make it a more tempting target to control.

 



VARSC #25 Posted 08 July 2016 - 03:29 AM

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Well, for Falls Creek, I believe the bridge is quite useless and is just a choke hold for tanks. The team that usually heads to the flag wins the game. For Mines, I believe the hill should be changed as usually the team with more mediums will win the game as they have an commanding position of the entire map. It is sort of awkward for the heavies as the mediums and TD's both have perfect spots in the map while the heavies are seemingly left out.  

NovaWorks #26 Posted 21 March 2017 - 01:16 PM

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Mines Map.

Why? Everything in it is wrong. Making the hill a chokepoint is already bad. Make several ways to get up the hill with more covers and flatter grounds.



HellCrusher2016 #27 Posted 08 April 2017 - 04:48 PM

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For God's sake.....plz enlarge the ROCKFIELD map....its just too too small... Battles get even worse in supremacy mode......plz enlarge it






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