Announcement

Collapse
No announcement yet.

What makes a Good Assault level?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    What makes a Good Assault level?

    Im starting work on my AS map today, but i want to know what other people think makes a good AS map. I know for DM it is flow, weapon placement, and stuff like that. But, im not sure what makes an AS map 'Ownage'.

    So, any suggestion?

    #2
    Z-Axis, Give oppurtunitys to both sides for using teamwork (example....linking the turrets on robot factory), Make sure weapons are extremly balanced, Multiple routes to objectives, Thats the most important off the top of my head...

    Comment


      #3
      small map but not too small

      Comment


        #4
        -alternate paths to get to objective (best as reward for a trickjump)
        -keep it low on vehicles (lot's of assaultplayers hate vehicleheavy maps)
        -don't make it too cramped... give the attackers and defenders some room to fight
        -a good (original) theme... where they objectives make sense to the attackers
        -make different objectives (like not only switches or destroyable objectives)

        Comment


          #5
          -don't give distoyable objectives too much health nobody likes shooting at a objective for 3 minutes

          Comment


            #6
            or just remake an UTGOTY AS map :up:

            Comment


              #7
              flow, and no vehics, its all about flow

              Comment


                #8
                yea, i planned on using no vehicles at all.

                And, sorry nuclear, im not gonna do a remake.

                Comment


                  #9
                  I asked the exact same question sometime ago.

                  Comment


                    #10
                    give the defenders and attackers different weapons... thats always fun

                    Comment


                      #11
                      put big towers to defenders

                      Comment


                        #12
                        on www.clan-holo.com there is a pretty interesting section on the forum on what can make an as map a good one.......

                        http://www.clan-holo.com/holo/forums...opic.php?t=276

                        Comment


                          #13
                          Give the attackers the spam weapons and the defenders hit-scan, thats how Epics maps seem to be set up.

                          Comment


                            #14
                            Originally posted by [SGC]-Dominion
                            Give the attackers the spam weapons and the defenders hit-scan, thats how Epics maps seem to be set up.
                            not in junkyard :P

                            Comment


                              #15
                              True

                              Comment

                              Working...
                              X