Quote:
Originally Posted by MultiLockOn
Excuse this comment as doesn't directly pertain to the construction or gameplay of the map. Something I just wanted to point out, is to rarely, if ever, provide "cover" as you did. Cover shouldn't be dumpsters, or barrels, or in your case merged stone platforms. Cover should be the geometry of the map itself, the architecture. Maps don't necessarily need fillers to provide cover, and if needed just items to break the lines of sight. Look at Last Resort, or Valhalla. Neither of them have random boxes laying around, yet both of them play spectacular, with or without vehicles.
|
Well I'm pretty certain I agree with the principles that you are talking about. Nothing gets me more than obvious "cover" or what I usually call "clutter".
I suppose I was inspired more by what you see in Orbital or Citadel or even if you look at Last Resort right next to the Froman you have those Power Cores which provide great cover while still being fun to play in or even the necessary boulders you see around the map leading from one spot to the next.
This certain courtyard has seen a couple redesigns and this design provides good LoS while still adding flavor to the map.
I guess I'd ask you what maybe you would do in this circumstance? Because I think I've already found the sweet spot on this one.