Hi, I'm making this map at the moment. It's a forest map with a relatively large hill in the middle, with a fuel and VP on it. I'm in early production, I've only height-mapped and put out LOS-blockers so far. It's at 416x416 playable.
The screenshots show sector layout and cutoffs.
I'm quite new to mapping, so I have a few questions.
What effect would this hill have on gameplay?
Are the cutoffs relevant? Will they do their job or be redundant?
Is the "spider's web" of sectors too much? Will it make gameplay an annoying clusterfuck?
Should the semi-cutoffs (the big ones close to base) be absolute cutoffs?
My thoughts around it were that the "web" would make the game fast paced and constant capping absolutely necessary.
Sector layout and hills.
14 Dec 2013, 22:44 PM
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aerafield: AT overwatch was broken only because it came with the faction of T34 ramming
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adamírcz: Might be onto somethin here, combine side armour existing, maps where flanking is a viable option, and hopefully also heavies actually being less manouverable than mediums (lookin at you coh2), and it might be fun gameplay
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