I wanted to add a poll to this thread, but I guess I don't have permissions to do that. I was curious to the most important revisions for the map that people would want to see for a more polished version. From the replies I've gotten these would be:
- An alternate path over the chasm (ex: additional footbridge)
- Gaps in underground tunnels covered
- Reduce power heavy weapon/equipment placements
- Relocate confusing respawn locations
- Smoother interlocking over green hill
Other suggestions I've gotten, like more extensive tunnels and wraith mortar station, are too expensive for me to be able to add without having to delete larger portions of the existing map.
1) The original design of the map was to be built in it's entirety, I never thought it would be attempted in forge because of its complexity. The map itself is a scaled version of the core idea.
Set in a template similar to Valhalla, you would have an area 3-4 times as wide and 2-3 times as long. To one side rises an immense dam wall. Down the center chasm is a torrential waterfall from the dam cutting the playing field in two. Walking away from the dam, the hillside begins to drop off revealing a massive lake miles below. The far side of the playing field is covered in rolling grassy hills and trees while the other rises in elevation with rocky outcroppings and steep cliffs. There is a central bridge large enough for vehicles to pass over in the middle of the chasm. On the lake side there is a small footbridge, and by the spray of the dam side, a series of catwalks below the elevation of the bridge connects the two sides.
So working with an area that was much smaller than imagined, I resolved that the single bridge might work with the narrow space.
However I could concede with a single extra footbridge placed on the pillbox side, either at normal elevation or below the bridge as described earlier. I feel that mancannons would be too imbalanced, making it a jumping zergfest, teleporters could work, but would really weaken the point of even crossing the map.
2) Could anyone elaborate on what areas of the tunnels they are covering up holes when they edit their own version? There are several spots on the map which could use a wall, just wondering where people had the biggest issue with. (The ones I know of are 2 in the defenders front tunnels, 2 in back tunnel, 4 in sword/camo cave, 1 in hammer cave.)
3) Weapons stuff: Longer respawn on snipers (possibly not have them at the start), one less mine, less portable shields, no flamethrower, remove sword power node and leave sword camo only, remove hammer?, (if possible give defender one mongoose)
4) Was thinking the spawns at the back of defenders base, and some of the tunnel spawns are probably the problem (i think)
5) Cleaning up the green hill and continuing to use soley tin cups is not possible because of the steeper angles of the hill to the sides. If I had made a hill with a slower gain in angles, or if I could use the rounded side and not the flat side, otherwise I dont think it can get too much better.
However by using smaller rock pieces the side areas could probably be smoother, just would lose the green look more because of this. Worth the tradeoff?