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 Post subject: Re: ...AAPG needs outdoor/wilderness maps like right?
 Post Posted: Thu Feb 19, 2015 12:41 pm 
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TheBadaBing! just to understand your mindset, do you consider Coldfront and Slums an open terrain map?

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 Post subject: Re: ...AAPG needs outdoor/wilderness maps like right?
 Post Posted: Thu Feb 19, 2015 1:00 pm 
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X-root wrote:
TheBadaBing! just to understand your mindset, do you consider Coldfront and Slums an open terrain map?


They are quite open and too big for any decent gameplay with no respawns but they are not on the scale of what you guys are suggesting with canyons and hills.

Inner > Slums > Coldfront > What you're suggesting

Maps like big hospital, cold front and slums are either too big for this game or have too many routes. Almost like Mazes for a "tactical fps".

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 Post subject: Re: ...AAPG needs outdoor/wilderness maps like right?
 Post Posted: Thu Feb 19, 2015 1:14 pm 
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BadaBing; your commentary is just not matching what I'm seeing as I develop my map, and it is HUGE.


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 Post subject: Re: ...AAPG needs outdoor/wilderness maps like right?
 Post Posted: Thu Feb 19, 2015 1:30 pm 
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Keebler_750 wrote:
BadaBing; your commentary is just not matching what I'm seeing as I develop my map, and it is HUGE.


What is not matching? Has it been play tested yet?

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 Post subject: Re: ...AAPG needs outdoor/wilderness maps like right?
 Post Posted: Thu Feb 19, 2015 2:05 pm 
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TheBadaBing! wrote:
Keebler_750 wrote:
BadaBing; your commentary is just not matching what I'm seeing as I develop my map, and it is HUGE.


What is not matching? Has it been play tested yet?


It has been playtested at 6v6, and it sucks still, but I'm learning a lot and I'm an analyst. I want to figure it out. I saw good battles, but too quick to objective. Not too much "proning" as you say... :)

Timings and weapon parameters and psychology, etc. It's complex and very interesting to me!

:)


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 Post subject: Re: ...AAPG needs outdoor/wilderness maps like right?
 Post Posted: Thu Feb 19, 2015 2:18 pm 
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I've seen Keebler's map and it looks great!! looking forward to testing it, might want to post a screen or two somewhere on public.

Now, although it may be an outdoor type map with longer sight lines, it still looks like it may have different routes which are guarded not only with hills but huge rocks, its not just an open hilly area where you can go anywhere and kill anyone on the map. There's a difference ... it may be outdoor, but it might play more close quarter also.. (judging from a few pics)

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 Post subject: Re: ...AAPG needs outdoor/wilderness maps like right?
 Post Posted: Thu Feb 19, 2015 2:31 pm 
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:shock: thanks Doba!


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 Post subject: Re: ...AAPG needs outdoor/wilderness maps like right?
 Post Posted: Thu Feb 19, 2015 3:55 pm 
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OK I see now what kind of idea some people have about open terrain maps...

Keebler_750, I don't know what map you are talking about, a link or a few screenshots, or even better a video on YouTube would be nice. But regarding the size of the map and numbers of players on open terrain maps I can share some of my observations, how it works and how it should be.

The key is the openness of the map, for example Coldfront and Slums are more or less tunnel based in terms of map structure and have a lot of different ways and intersections, that do not make it an open map in any way, but just make it impossible for a positional play style.

On an open terrain map you should be able to see all of it at list from certain elevated positions. The so called zoning of the map should be done with obstacles like rivers, open fields, canyons. An obstacle in this case is of course a dangerous places where you have lo chances to hide or cross without being seen and shot.

This increases the area of the map for a singe soldier to be able to cover from a safe position.
The longer = safer route should be planed so that it would not be isolated from the rest of the map and didn't turn it to a singe tunnel, but in the same instance could provide a relative cover and safe passage for both attack and defense teams. Some alternative routs would be nice and one of them could be even the a tunnel based traditional choke point for a risky maneuver (usually the shortest route).

Elevations and pits, this you can play with, but try not to obstruct too much space with them and try to make the accessible, so that they could be used by players.

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 Post subject: Re: ...AAPG needs outdoor/wilderness maps like right?
 Post Posted: Thu Feb 19, 2015 6:58 pm 
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X-root, here is his new map
http://steamcommunity.com/sharedfiles/f ... =390503463

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 Post subject: Re: ...AAPG needs outdoor/wilderness maps like right?
 Post Posted: Thu Feb 19, 2015 7:47 pm 
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thank you -Nero-
yes the map looks nice, but you can't tell anything from the screens provided there :)
any server that runs it? or is there a way to explore it offline?

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