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Bases and the Map - Player feedback and submissions desired!


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Posted

Alright, HS players. Here's the thing.

 

Right now, we're using the map "pspub13" - it has bases from myself, CoreX48, and Full Killer.

 

I'm working on "pspub15" right now, because it's a big project.

 

For pspub14, I'm probably only going to put one base of my own into it. I'm depending on submissions from others for this map. pspub15 will be all of my own work, and will set a higher standard from there on out for maps in this zone. By the time we hit pspub16, I'll be accepting base submissions again.

 

I'm granting 50K per base used per map. Some of you have had some great ideas in the past for the way bases should be, and I think I'd like to see some of you make bases the way you think they should be. But not just that - I'd like to hear a lot of feedback here.

 

What don't you like about bases right now? What do you like? What would you like to see in future bases?

 

What about center? Does it promote strategy well enough, or could more be done to aid that?

 

All feedback welcome. Just remember a few things:

  • There are some limitations to what we can do with the map. Don't suggest something like "Make a base that rotates 360 degrees constantly."
  • By pspub14 (the next map), we're probably going to be doing stationary turf flags, about five distributed per base. Keep this in mind, and feel free to give your opinions on that.
  • Feel free to mention just about anything, really. If you suggest that we add another sector to the map (as near-impossible as that would be), I'll still listen.

Looking forward to your feedback and ideas. Let's do this.

Posted (edited)

Wants:

1. Mini base in center

2. Safe zone expaned in ammo depots to prevent perma thoring.

3. faster than light travel (tw/id) take you to the 4 corners of the map (inside hyper tunnels) instead of inside bases.  Only way to base is thur gates (on map show A, B, C, D over corners and use '?id a' to go to upper left corner)   

4. more than 1 ball spawn spot, still have 1 ball but have it be able to spawn in more than one spot.

5. discourage people flying around outside of base, by making base walls thicker (enough to prevent coffins outside effecting the inside), and adding thor eating tiles to outside walls.

 

 

If implement 3 will need to fix the ability to keep gates open by traveling thru, attaching back, and running thur again.  By allowing aw to work in tunnels (will not stop a determined team from gate blocking but will at least give team in tunnels some exp), allowing ?jump to work if antiwarped, or have gates shut down after x seconds of opening instead of x seconds since last ship went thru.

 

edit: and bring back base 7 from p20111222.lvl

and base 7 from p20111206.lvl

Edited by cxc
Posted

i can attempt a design but id probably be better with aethetics. the current bases are decent especially the one with warp area but theyre really ugly and the tiles are strangely placed or missing. as for concepts,ive always stressed multiple fr's and multple paths. the main reason why ppl rq is because the bases are designed to bottleneck the battle and there is no strategy but what side has the most fire power and kamakazes to push the battleline. sure the first 20 minutes are fun but it gets boring fast. the other thing is milking. WHY do ppl insist on milking the jackpot? im scared of even touching a flag worrying someone is gonna yell at me that im ruining the fg. i think there should be a 30 minute timer so as soon as either freq makes the music play, theres 30 minutes for a side do either win or everyone is returned to center or some drasric penalty. the flags will stay put but nueted so it will create a mad dash for each freq to reclaim.

Posted
Goofy stuff in bases is bad. (wormholes, warps, doors that you have to go through, bullet eating walls)

Seconded. The warp points in B4 and the entirety of B1 are perfect examples of what not to do. Why: they are counterintuitive. The first warp in B4 too closely resembles an FR.  B1 is awkward to navigate due to its false rooms.

 

Features are good so long as they have a strategic function. I encourage placing your largest features (key bls, heavy chokes) at the beginning of the base since attackers tend to get cleared in these areas.

 

IMO our last map with the retro bases contained some of the most creative bases this zone has seen. Look at the entrance of B1, the threeway turrret in B3, the bline that snakes through B5, and the passage through B7 which filters larges from meds from smalls. All inspiring yet functional bases. I've attached the file for reference.

 

Posted (edited)

Are there scripts I can install on my server to mimick hs's ship sizes? Or a square unit to reference for each ship?

 

I think bases should be designed to be fair to offense and defense. Most if not all the bases only have defense in mind. When you create a base you think of defense. You don't take offense into account. If I were design a base I'd first design it with defense in mind. Than I'd tweak it as if I were the attacker. Then just keep switching sides until I felt it was balanced enough.

Edited by spittnacid
Posted

But having the 7-8 tile doorways is good.

 

I avoid bases where doors are same size as lanc, it sucks getting killed just because your fat body will not fit through a door.

Posted (edited)

rivel, Is that the snake base?

 

psythe, pls dont have super long bases like the current base 5.  Its just way to long, made for quick winning.

Edited by cxc
Posted (edited)

For some reason, I've only played in b4 on this map. Surely there is a reason why.

I dont even know how the other 6 bases look.

Edited by noldec

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