Reddeath wrote:
Second, Michael. I am not entirely sure what you want me to do here, I am basing the map largely on the actual city, and in that way alone it leaves little room to change the base layout of it. EJOD had quite a bit of open land, this (the way I imagine it) wont have much empty space, the grass areas will have trees. The clearest area will be north east and west of the south lake. In EJOD both teams assaulted the city, in my concept the rebels are defending it. I am expecting this city to be roughly the size of muttrah, EJOD city is rather small scale and it was the choke point.
While there are 2 choke points my intention has always been an infantry way around the docks, and MEC most likely will have amphibious vehicles.
Well I'm honestly not entirely sure my self? I think anything being random on the map, would be useful.
I'm only trying to point out, that until anything randomly is coded into this cool-looking map, the overall planning-similarity, with Ejod, is already there. That doesn't mean the map wont be great play, however, coming from the planning perspective, it will not push the co-challenge up the skill-ladder. It will be on the same ladder-level, so to say, as Ejod.
I'm sure as a shooter map, this map will be awesome.
I deployed two images in my post above, as illustration of what I'm talking about.
Hi Rhino
I actually view the map just like you do, but also above the tactical level you describe as; common attack routes, player movement, engagement zones, assets, firepower, factions etc.
On the level above the tactical, I scan for similar map-patterns, like urban areas, dessert, hills and so on. I do that because they either represent complexity or simplicity.
After the pattern-level is processed, then I go down into the patterns and view those with the tactical perspective you describe.
So its the helicopter-pattern that is the same on this map, as with the Ejod-map.
Thats all I'm saying. Hope it is understandable. sorry for any confusion deployed.
Beside from that - cool looking map!