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This map is pretty big, and it is a 10v10 map.

I think there are not enough Supply Drop Boxes.

When I am running around the map, my supplies run out and there are almost never Supplies around nearby. People take it, or not enough zones.

 

Suggestion: Just add like 1 more of each Supply Box in the Map. Meaning 8 in total.

1 Repair each side, 1 Double Armor each side, etc.

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I don't activate any supply until I'm close enough to the enemy base, that's how I use my supplies more effectively.

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6 hours ago, Spy said:

I don't activate any supply until I'm close enough to the enemy base, that's how I use my supplies more effectively.

I do that too. But when I am discovered without Supplies, I am dead. Which is the most annoying part of Tanki. This is why I like maps like Polygon and smaller maps.

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Pretty good idea!

It would be nice to have more availability on the battle field instead of using our own.

 

Since these new Maps were just released, it's going to need changes and additions on them. So it would be nice to start off with adding more drop boxes.

13 hours ago, yellowghetto said:

This map is pretty big, and it is a 10v10 map.

 

Then we might go to making the map a little smaller on one side, more open in another, ...

This can also help Tankers like these Huge Maps more.

Let's see what happens.

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IMO the spawn-points for the side with flag on the metal causeway (bridge) needs to be tweaked.

Almost all the time defenders spawn in the lower area, away from the flag and are in poor positions to defend. They must then drive around obstacles and go up one of a number of ramps to be in a position to defend.

On the other side though, tanks spawn near their flag and are often on the same level and can defend the flag right away.

It's getting to the point that I really do not want to play the side defending the bridge.  Please review the spawn-points for tanks on the Year 2042 map.

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Moved from Game Discussion

I believe the poor spawn locations are cancelled buy the fact that their flag is in a much more defendable location. I usually struggle to attack the bridge base because I just get shot by long range turrets camping on the ledge, which is a very safe and secure area for campers with a great view of the base and all approaches.

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17 minutes ago, Maf said:

Moved from Game Discussion

I believe the poor spawn locations are cancelled buy the fact that their flag is in a much more defendable location. I usually struggle to attack the bridge base because I just get shot by long range turrets camping on the ledge, which is a very safe and secure area for campers with a great view of the base and all approaches.

Let me put it this way... if the teams are relatively balanced I've hardly ever lost playing the other side.

Playing the Bridge side on the other hand... can't stand it.    Absolutely hate the spawn-points for CTF.

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This is a very common problem with TO maps. Whoever has the high ground has a significant advantage. Yet many maps in TO are constructed in such a way such that one team has much easier access to the high ground. Aleksandrovsk is another egregious offender in this regard.

I'm honestly surprised that the many level design problems in TO are so rarely discussed. Maybe one day I will try to compile a comprehensive list. Shifting spawn points alone won't fix things. Most MM maps need major overhauls.

Edited by ThirdOnion
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Just now, ThirdOnion said:

This is a very common problem with TO maps. Whoever has the high ground has a significant advantage. Yet many maps in TO are constructed in such a way such that one team has much easier access to the high ground. Aleksandrovsk is another egregious offender in this regard.

I'm honestly surprised that the many level design problems in TO are so rarely discussed.

Every single time CTF puts me on Bridge side I will exit.

It's even worse for Rugby.  Why on earth did they put the cap-point on the lower area - a perfect spot for enemy to jump down and cap.  it's just dumb.

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it'll be cool to have something like 3 zone maps connected to each other, for xpbp  and with a spectator platform for people to watch, there u can play many battles and once and it'll look pretty cool, they could add a wall between each  battle so people wont shoot others thay theyre not playing againts. ofcourse spawn would be a problem, but maybe before joining thebattle, the players can chose which one they would like to play in, so they could spwan in only their area and not others.

idk bad explanation but hopefully someone understands

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11 hours ago, Pineapple said:

idk bad explanation but hopefully someone understands

I got the idea, but what's the point? To begin with, bigger maps means more lags to weak PCs. Secondly, I don't think anyone would be interested in just watching a battle for more than 10 minutes.

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1 hour ago, Spy said:

To begin with, bigger maps means more lags to weak PCs.

Didn't stop the devs from adding maps like Berlin and Lost Temple into the MM pool.

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Screenshot-2021-06-20-133202.jpg

Welcome to scope. It's not an overly popular map compared to others like (Sandbox, Кungur, Aleksandrovsk etc.) but is featured in the matchmaker. This map offers a wide variety of strategies and gameplay options granting opportunities to the abilities of different turrets and hulls making it somewhat balanced in a way. However, I do have a complaint about it. This position as seen above grants a massive advantage to players who use it effectively since it is easy to shoot back at the enemy and it is hard for the enemy to effectively strike back at your position. All of this is caused by the two gaps in the wall which makes your tank a tiny target and players on the other base will have great difficulty aiming and shooting at you while you mow them down from an almost invincible spot. You may say that the magnum turret can directly attack this position -and it can- but I think that it takes a somewhat skilled magnum player to consistently lob perfect shots over these walls to be effective. Furthermore, due to this position's high elevation, standard magnum players will find these  shots almost impossible which reinforced gun carriage users might prove to be more useful against this position. Also, as a result of the high elevation, you cannot attack the enemy while they are in the center area of the map (No mans land as I like to call it) but you should leave it to the rest of your team (since they have the lower positions) and pick off the enemy in their base. My suggestion is to completely remove these gaps or just remove the whole entire wall and add the 7m prop blocks in their place. This would balance out both bases and prevent players from abusing this position as noted. 

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Yeah, it doesn't make sense to have convenient embrasures right on top of the base on one side, and an open exposed wall on the other side. Not sure what the map designers were thinking here.

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2 hours ago, SporkZilla said:

That's the time for battling through the tunnel and shooting the campers in the back, but not in DM obvs

Yeah DM is a completely different story ?. However this concept does apply to any battle with two teams involved. 

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Or add the exact fixtures on the other side. That would work as well.

 

3 hours ago, Maf said:

Yeah, it doesn't make sense to have convenient embrasures right on top of the base on one side, and an open exposed wall on the other side. Not sure what the map designers were thinking here.

I know another map that's in a similar situation.

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