Jump to content
EN
Play

Forum

Ideas for Maps!


 Share

Recommended Posts

1 minute ago, Newnewnew said:

Its certainly bad for a person who wants to farm their kd ?

I have gotten some of my highest k/d ratios on this map, personally. Camp in the middle of the houses when no enemies are near to avoid fire from ranged turrets, from other islands. Sometimes I've finished with no deaths.

Edited by DestrotankAI9
  • Like 1
  • Agree 1

Share this post


Link to post
Share on other sites

1 minute ago, DestrotankAI9 said:

I have gotten some of my highest k/d on this map, personally. Camp in the middle of the houses when no enemies are near to avoid fire from ranged turrets, from other islands. Sometimes I've finished with no deaths.

Sounds good but usually on modes like cp, its pretty funny when two teams get stuck on completely different islands and everyone just either camps or just self destruct. I think that the spawn mechanic on that map should be slightly tweaked so players who die on separate teams should be put together on the same island. 

  • Like 1

Share this post


Link to post
Share on other sites

6 minutes ago, Newnewnew said:

Sounds good but usually on modes like cp, its pretty funny when two teams get stuck on completely different islands and everyone just either camps or just self destruct. I think that the spawn mechanic on that map should be slightly tweaked so players who die on separate teams should be put together on the same island. 

Haha yes that is true, there is definitely a problem that can occur sometimes if teams end up on totally different Islands where no-one is dying. I think this map could definitely do with a spawn re-work, but I wouldn't agree with those who say it should be removed of that the Island should be linked, which would make it like every other map and remove its fun unique aspect. A spawn re-work is all that is required.

  • Like 2

Share this post


Link to post
Share on other sites

1 hour ago, mjmj5558 said:

Why isn't it balanced? "good gamplay" is relative, but you can be good with all turrets on this map.

Moshpit city, and favoring heavy hulls for their health, gauss (because why wouldn't gauss do well), hopper can just hop from island to island or on rooftops.

  • Like 1

Share this post


Link to post
Share on other sites

1 hour ago, mjmj5558 said:

Just played one on it today. Had fun.

S10714-152426.jpg

If you can adapt to the world of this map, you can easily get a good score.

Why isn't it balanced? "good gamplay" is relative, but you can be good with all turrets on this map.

I myself, get more than 700 score in this map, here is not the problem, the problem is that you can't capture the point that you want if it is captured by ennemies, many times i self destruct and get spawned in the same island, this map has a huge part of winning based on luck.

  • Agree 1

Share this post


Link to post
Share on other sites

43 minutes ago, Crossbone said:

favoring heavy hulls for their health,

Not quite. If you have a light hull, you can easily ran around the island and maybe back attack the enemies who doesn't know you are there.

 

44 minutes ago, Crossbone said:

gauss (because why wouldn't gauss do well),

It doesn't supports gauss more than any other turrets. I can ask the same question, but reversed: why would gauss do well?

45 minutes ago, Crossbone said:

hopper can just hop from island to island

It can't, and hopper can jump to rooftops on any maps. Do not merge map balance with equipment balance.

 

10 minutes ago, numericable said:

I myself, get more than 700 score in this map, here is not the problem, the problem is that you can't capture the point that you want if it is captured by ennemies, many times i self destruct and get spawned in the same island, this map has a huge part of winning based on luck.

As few others already said, we agree in that the spawn mechanism should be reworked, but not cycled. (so as @DestrotankAI10 said, if you were on island 1 you can spawn at either 2 or 3).

 

1 hour ago, Newnewnew said:

Its certainly bad for a person who wants to farm their kd ?

Ah, this is one more thing i like. You can't really camp on the map since enemies will spawn near you, thought it's not completely impossible, maybe this is the map where it's the hardest to do so.

  • Like 1

Share this post


Link to post
Share on other sites

18 minutes ago, mjmj5558 said:

Do not merge map balance with equipment balance.

Just because these two terms have different meanings, doesn't mean they're irrelevant from each other.

Share this post


Link to post
Share on other sites

24 minutes ago, mjmj5558 said:

Not quite. If you have a light hull, you can easily ran around the island and maybe back attack the enemies who doesn't know you are there.

 

It doesn't supports gauss more than any other turrets. I can ask the same question, but reversed: why would gauss do well?

It can't, and hopper can jump to rooftops on any maps. Do not merge map balance with equipment balance.

 

As few others already said, we agree in that the spawn mechanism should be reworked, but not cycled. (so as @DestrotankAI10 said, if you were on island 1 you can spawn at either 2 or 3).

 

Ah, this is one more thing i like. You can't really camp on the map since enemies will spawn near you, thought it's not completely impossible, maybe this is the map where it's the hardest to do so.

Gauss is good there because when there are no ennemies on your island, each teams get stuck on one island, then you can shot them far away and get multiple kills, that's even better if you play with booster, he is right.

  • Agree 1

Share this post


Link to post
Share on other sites

16 minutes ago, numericable said:

Gauss is good there because when there are no ennemies on your island, each teams get stuck on one island, then you can shot them far away and get multiple kills, that's even better if you play with booster, he is right.

And that's why you don't want Splash nerfed    ?

Share this post


Link to post
Share on other sites

How CP matches on Archipelago go:

  1. The enemy captures two of the three points.
  2. You beg, plead, cajole your teammates to self-destruct so that you don't lose.
  3. No one self-destructs.
  4. You lose.

Archipelago belongs in the rubbish bin.

  • Like 1
  • Haha 2
  • Agree 1

Share this post


Link to post
Share on other sites

34 minutes ago, numericable said:

Gauss is good there because when there are no ennemies on your island, each teams get stuck on one island, then you can shot them far away and get multiple kills, that's even better if you play with booster, he is right.

I wouldn't say Gauss is necessarily any better on Archipelago than on any other map - sure Gauss is good when you are hitting enemies on a different island, but if any enemy spawns in your face or if you spawn on any enemy island Gauss is not good - a melee or non-splash turret can easily get up close and dominate you. Also, getting a lock-on can sometimes be awkward as enemies can easily run behind buildings or the little walls on each island. It isn't the most open of maps compared to many others, quite easy for enemies to take cover if they are aware of you.

I thought it was commonly agreed that Ricochet with the range augment is the best on this map - as you can take great advantage of the buildings, hit enemies on far islands and also deal with up close enemies without taking splash damage. A melee turret user can also do super well here, as you can eat any enemies which spawn on your island, and if you spawn on an enemy island you can do major damage with for instance - Viking or Hunter overdrive - combined with a melee turret.

Edited by DestrotankAI9
  • Agree 1

Share this post


Link to post
Share on other sites

1 hour ago, ThirdOnion said:

How CP matches on Archipelago go:

  1. The enemy captures two of the three points.
  2. You beg, plead, cajole your teammates to self-destruct so that you don't lose.
  3. No one self-destructs.
  4. You lose.

Archipelago belongs in the rubbish bin.

Or, they could just make some slight changes to the spawning pattern to prevent this :P . And not remove one of the few sources of unique gameplay in matchmaking, that helps prevent every game on every map feel the same - which would be incredibly boring.

EDIT: Though the way you have described this is amusing, I'll give you that lol. This certainly does happen at the minute, and the spawning pattern needs fixed.

Edited by DestrotankAI9
  • Agree 1

Share this post


Link to post
Share on other sites

3 minutes ago, DestrotankAI9 said:

Or, they could just make some slight changes to the spawning pattern to prevent this :P . And not remove one of the few sources of unique gameplay in matchmaking, that helps prevent every game on every map feel the same - which would be incredibly boring.

There are unique maps in the game which offer good gameplay on top of being unique. Uniqueness alone isn't necessarily good. And I don't even think Archipelago is all that special. It's just three extremely simplistic and extremely boring arenas.

I think several steps are necessary to make MM enjoyable or at least tolerable.

  1. Improve the algorithm so that players are regularly sent to all the maps in the map pool, rather than being sent to the same few maps over and over again. I cannot count how many times I have been put on the same map three times in a row back to back, even after completely finishing each battle.
  2. Reduce the player density on maps. I absolutely loathe the changes made after the second Mad Tanks experiment. Too many players on a map results in boring, repetitive battles and performance issues.
  3. Allow players to queue for multiple modes at once.
  4. Remove terrible maps like Highways, Massacre, Lost Temple, Brest, Parma, Archipelago, and Stadium from the map pool.
  5. Improve the remaining maps. Some map designs (Cologne, Year 2042, Kolhoz, Wolfenstein) have become outdated or straight-up terrible to play on owing to new game mechanics (Magnum, Hopper, all sorts of augments) being added. Others suffer from balance issues (Aleksandrovsk, Year 2042, Rio, Serpuhov, Tribute, Silence). Some are either mind-numbingly boring or extremely frustrating to play on (Highland, Polygon, Cross, Dusseldorf, Sandbox, Sandal). Most of the remaining maps are rough around the edges in other ways and need some improvements.
  6. Introduce interesting maps such as Deathtrack, Gubakha, Novel, an enlarged version of Pass, Siege, and Skyscrapers.
  7. Give players the ability to blacklist a few maps.
  • Agree 2

Share this post


Link to post
Share on other sites

29 minutes ago, DestrotankAI9 said:

Or, they could just make some slight changes to the spawning pattern to prevent this :P . And not remove one of the few sources of unique gameplay in matchmaking, that helps prevent every game on every map feel the same - which would be incredibly boring.

Yea, the best idea is to put futuristic holes in the holes that makes you teleport from one island to another.

Share this post


Link to post
Share on other sites

3 minutes ago, ThirdOnion said:

There are unique maps in the game which offer good gameplay on top of being unique. Uniqueness alone isn't necessarily good. And I don't even think Archipelago is all that special. It's just three extremely simplistic and extremely boring arenas.

I think several steps are necessary to make MM enjoyable or at least tolerable.

  1. Improve the algorithm so that players are regularly sent to all the maps in the map pool, rather than being sent to the same few maps over and over again. I cannot count how many times I have been put on the same map three times in a row back to back, even after completely finishing each battle.
  2. Reduce the player density on maps. I absolutely loathe the changes made after the second Mad Tanks experiment. Too many players on a map results in boring, repetitive battles and performance issues.
  3. Allow players to queue for multiple modes at once.
  4. Remove terrible maps like Highways, Massacre, Lost Temple, Brest, Parma, Archipelago, and Stadium from the map pool.
  5. Improve the remaining maps. Some map designs (Cologne, Year 2042, Kolhoz, Wolfenstein) have become outdated or straight-up terrible to play on owing to new game mechanics (Magnum, Hopper, all sorts of augments) being added. Others suffer from balance issues (Aleksandrovsk, Year 2042, Rio, Serpuhov, Tribute, Silence). Some are either mind-numbingly boring or extremely frustrating to play on (Highland, Polygon, Cross, Dusseldorf, Sandbox, Sandal). Most of the remaining maps are rough around the edges in other ways and need some improvements.
  6. Introduce interesting maps such as Deathtrack, Gubakha, Novel, an enlarged version of Pass, Siege, and Skyscrapers.
  7. Give players the ability to blacklist a few maps.

It is fun that massacre map was the one i hated the most on pc version, each time i got matched in it i left the battle, now its one of ly favourite map(even maybe my favourite) because i changed device and it is extremly pleasing to play in it with hovering hulls, i can take advantage of ennemies that struggles on the ground with their track hulls, and with short aiming emp gauss it became really easy to play on this one, atleast for me.

Share this post


Link to post
Share on other sites

1 minute ago, numericable said:

It is fun that massacre map was the one i hated the most on pc version, each time i got matched in it i left the battle, now its one of ly favourite map(even maybe my favourite) because i changed device and it is extremly pleasing to play in it with hovering hulls, i can take advantage of ennemies that struggles on the ground with their track hulls, and with short aiming emp gauss it became really easy to play on this one, atleast for me.

That's the problem with Massacre, it heavily favours certain equipment (Gauss, Shaft, Railgun, Vulcan, Magnum).

Share this post


Link to post
Share on other sites

3 hours ago, awesomepeter said:

Adding "futuristic holes" to Tanki would feel out of place. Tanki looks more old and rustic, not high-tech sci-fi

Unfortunately Tanki X took too much of a step in that direction. 

Share this post


Link to post
Share on other sites

3 hours ago, awesomepeter said:

Adding "futuristic holes" to Tanki would feel out of place. Tanki looks more old and rustic, not high-tech sci-fi

Then what do u propose to counter the problem?

Share this post


Link to post
Share on other sites

3 hours ago, numericable said:

Then what do u propose to counter the problem?

Remove the map. ?

On a more serious note Archipelago could work if it was massively reworked so that every part of the map was connected.

Share this post


Link to post
Share on other sites

On 7/14/2021 at 9:42 PM, ThirdOnion said:

There are unique maps in the game which offer good gameplay on top of being unique. Uniqueness alone isn't necessarily good. And I don't even think Archipelago is all that special. It's just three extremely simplistic and extremely boring arenas.

I think several steps are necessary to make MM enjoyable or at least tolerable.

  1. Improve the algorithm so that players are regularly sent to all the maps in the map pool, rather than being sent to the same few maps over and over again. I cannot count how many times I have been put on the same map three times in a row back to back, even after completely finishing each battle.
  2. Reduce the player density on maps. I absolutely loathe the changes made after the second Mad Tanks experiment. Too many players on a map results in boring, repetitive battles and performance issues.
  3. Allow players to queue for multiple modes at once.
  4. Remove terrible maps like Highways, Massacre, Lost Temple, Brest, Parma, Archipelago, and Stadium from the map pool.
  5. Improve the remaining maps. Some map designs (Cologne, Year 2042, Kolhoz, Wolfenstein) have become outdated or straight-up terrible to play on owing to new game mechanics (Magnum, Hopper, all sorts of augments) being added. Others suffer from balance issues (Aleksandrovsk, Year 2042, Rio, Serpuhov, Tribute, Silence). Some are either mind-numbingly boring or extremely frustrating to play on (Highland, Polygon, Cross, Dusseldorf, Sandbox, Sandal). Most of the remaining maps are rough around the edges in other ways and need some improvements.
  6. Introduce interesting maps such as Deathtrack, Gubakha, Novel, an enlarged version of Pass, Siege, and Skyscrapers.
  7. Give players the ability to blacklist a few maps.

It's interesting that players have such different opinions on Archipelago, it seems to be a map players either quite like or hate, with little in between lol. You're one of those who hate it, along with @numericable & @Crossbone, whereas players like myself and @mjmj5558 enjoy playing on it. As I say, I would hate it if it was the map that was played on every time, but it is only available for 2 modes (TDM and CP) and there are so many maps - so it is rare that you end up playing it if you play all game modes, and it's a challenge I enjoy the few times I do get it. Had a few more enjoyable battles on Archipelago since I last posted in this thread, it offers gameplay unlike any other map which is enjoyable for me anyway.

In general, it seems the maps that you like are quite different to me, although I agree on some of your points - but for instance Parma and Brest are two of my favourite maps, and I quite like Archipelago and Highways. I agree on Lost Temple which is by far my least favourite map, & Stadium can be a problem because it is too open - in general I tend to dislike the 14 player maps, although they are OK outside of capture modes - but I totally hate playing RGB/ASL/CTF on 14 player maps.


Your idea to give players the ability to blacklist a few maps is perhaps the way forward, to solve the issue of players having such different opinions on maps. The only possible issue, might be that if a lot of players blacklist certain maps, you could end up playing on the same maps even more often than now, which could become annoying for those that like variety, such of myself. But overall it would probably be OK, as long as you can only blacklist say 3-5 maps.

Queuing for multiple modes at once would be good - that is a definite no-brainer change that is needed.

As for Archipelago CP, it can indeed happen that everyone ends up on the same Island, although with enough people dying you can usually gain a foothold on another Island again. A spawn pattern rework - so that players can't spawn twice in a row on the same island - would be good to help slightly with this, although it would then still be possible, but a rarer occurance.

Edited by DestrotankAI9
  • Agree 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...