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New Map - bdhadar-v2 |
Posted by: GC6 - 04-23-2014, 01:21 PM - Forum: Chaos Discussion
- Replies (5)
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 |
Download link : https://www.dropbox.com/s/4ltcn76j85ruzrp/bdhadar-v2.zip
Screen shot:
![[Image: bdhadarv2.jpg]](http://i82.photobucket.com/albums/j242/sokuraama/MISC/bdhadarv2.jpg)
Stats, theory craft, and whatnot..
Map now runs from Coord Box D4 diagonal to P16 and is perfectly square as far as the game engine cares.
In some places this has removed 11/2 to 2 full 'coordinate boxes' in size from the perimeter of the current map.
The core elements comprising the center of the map have been retained, unedited for structure, but with some minor
visual elements added in for flavor, consistent with current visual themes already on the map.
Where edits were made, and I chose to create new structure arrangements ; it was largely because the
old structure was cut in such a way that it broke it's function entirely, and was so drastically different, that players
would need to 'relearn' it anyway, and, with perilous dead ends and corners left in many of them, I felt it was
better to opt for something entirely different, but somewhat familiar to those that regularly play both CZ
and 4v4.
Most added bits are pulled from either the Original Dev's Apprentice Map, or the common
4v4 map (AKA: Alpha-Bits.... lulz).
New Original Bits :
D4 safe zone.
O4 safe zone. (w/ warp gates)
Pass through structure at D12.
Famous bits making a return, or debut:
The old B-17 Safe Zone returns @ E-16 (with warp gate)
(lower left corner)
Alpha-Bit T-20 Makes its CZ Debut @ P-16 (with warp gate)
This is pretty much it... pull it down, test it out... let me know if you find anything out of place, or otherwise.
Thanks!
<span style="font-size:10px;">All credit to those that made this map, and bits, before me.
Nearly everything used was pulled from existing maps in the current zone.
Tileset is the same as the current map.
I seek no 'credit' for it.. If you like it , and use it, or even if we don't,
the honor was to contribute it.
Thank You. </span>
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Freq size ideas. |
Posted by: GC6 - 04-22-2014, 03:43 PM - Forum: Chaos Discussion
- No Replies
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 |
Change dynamic freqs to be either 2 or 4 players pending the amount of players in the zone.
Freq size perma-capped at 4.
No more freq size of 1
1 to 6 players : freq size = 2
7+ players : freq size = 4
The opinions expressed below are mine and mine alone.. they are meant to outline my thoughts on the issue,
and encourage discussion, not serve as an ultimatum or expectation.
I'd be curious to see if something like this would generate more play in pub.
From some recent observations I get the impression that some people that
go to 2v2 or sit in spec for 4v4 (waiting to be picked - but seemingly never are)
might hang out in pub if the freq sizes were more 'team oriented' and or,
static enough that you know right off the bat what you have to work with.
As well, a hope would be that when there are already 4 players, and a 5th joins, this would encourage a 6th to join.
Instead of being 2v1v1 or 2v2v1v1 go immediately to 2v2 or 2v2v2.
The same with the larger freq size.. We hit 7 players, and they all team up, an arriving player sees an open spot on a team
of 3 fighting a team of 4 - they join - because they know the odds are better for a good time, than being stuck on a freq of 1
against more powerful teams formed at a population spike that has since subsided.
I also feel that at the very least, the current settings, along with the fluctuating population
leave the zone languishing in the '1 per freq' mode far too often.. leading to instances where
one freq will outnumber another, but two more players won't increase the freq size at all, they'll
still be alone against a more powerful teams.
What are *Your* thoughts about Freq size?
...I'd like to hear them!
Thanks for participating!
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