TheAlchemist
Member
Who knew the almighty Riptack has a weak point... More maps of these please.
Pardon me, but what are the structures in the center of the map supposed to be? Just scenery, right?
I personally don't like this map...
A major point in my eye is the huge backhill at alpha (I may be wrong about that). When you have the ennemy flag and your flag is not at home you just get on top of the hill and if you have some decent shooting skills it's almost impossible for the ennemy team to kill you if you're on top of that hill. And you can easily rj you to the flagstand if your flag gets returned...
First of all i don't like the terrain. It's not very smooth at some places and has a lot of crater possibilities.This requires skill to ski through but at hectic chasing moments and you hit some sort of little rock standing out, that can be very frustrating.
Also i don't like the idea of the big "hole" in the middle. It only encourages people to use front routes. The map should not say: "Oh theres a large hole in the middle where you can gain speed without using many slopes."
Furthermore, the spawns aren't that good either. If you wanna do some sort of side route, you need to get to the top of the hills all along if you spawn in your base. And if you spawn back at the hills and you quickly need to chase the flagcarrier it takes a while to get it started.
Then the jump pads come in play. They launch you in the direction you go. Its really good for chasing sidewards but if the capper leaves straight to the front they don't bring you far enough without hitting the ground very hard and losing almost all speed.
first of all i think legions definitely works best with compact bases. i would say the best bases in the game are on zenith, the niv/moonshine ones are decent, and the beta base (i think it's beta, whichever one doesn't have the bridge running across the towers) on frost has the right idea. a compact base keeps the action centered around the flag, and it keeps said action hot and heavy.
by making the gorge base so big you really handicap the defense by spreading them out so much. you give the lo the upper hand because they can stand 100 yards away and have clear shots at the defense on the flag stand, and defenders have to go very far from the flag to get rid of the lo, rendering them unable to make any plays at the stand.
my other problem is with the terrain around the bases. i like that you guys are trying inhibit the front routes a little and encourage more developed side routes, but the terrain around the sides and back of the bases is just way too ski-able, and when you add in the wide open flag stand it gets out of hand. what i mean by too ski-able is that cap routes should take some time and planning and development. what separates cappers from llamas is that planning; you are investing time into the route, and in reward you are able to grab the flag with more speed and have a better chance at making it home safely. you shouldn't be able to stand on a large hill right next to the base and just ski straight down and be able to grab the flag with decent speed, that's basically just being a fast llama. both bases on frost have a similar problem but it is manageable because exists only behind the flag, so the defense can keep the fast llamas to minimum. on gorge the wide open bases seem to be surrounded on 3 sides (left, behind, right) by decent hills that are relatively close to the stand, making the flag a sitting duck for lo to just hang around on the hills, ski down, and make a decent escape. now i know all the self appointed hardasses are just gonna say "oh big deal those people are sooooooo easy to stop and they aren't even going that fast you need to be going like 300 to get away from me bla bla bla", but the truth is they will have a high success rate, 120 or so is usually good enough to get away, especially since you have some huge hills right in front of the bases that are gonna give them a lot of speed, and that tactic works decently well on frost, and there they are only coming from one direction.
to make the wide open flag stand work, you need to take a lesson from zenith, which uses flatter terrain around the bases, effectively stopping the fast llama.
I really do wonder why interiors are used so rarely in this game when, in my opinion, they can offer some really interesting moments.
Also, I was a bit disappointed to find that the tunnels under the bases aren't really that useful. Ever since Mirage came out, I've been imagining the awesomeness that might come from underground chasing; people bouncing off walls, cratering into obstacles, etc. I really do wonder why interiors are used so rarely in this game when, in my opinion, they can offer some really interesting moments.
Also, I was a bit disappointed to find that the tunnels under the bases aren't really that useful.
Surprise! Didn't work.[...] They aren't designed to be used as cap routes; in fact, they were specifically designed to PREVENT their use for cap routes.
Surprise! Didn't work.Same for the front OD routes. But nonetheless: Gorge is definitely the best map that Leejunz has seen yet.
I agree with you but they way the bases are designed right now, there are just some angles where you can use fast side routes effectively without crashing in the hill in front of you. I personally can't gain enough height without rocket jump if I go 170+ on a side route to get over the hill after i grabbed the flag. And I havent seen any 190+ routes without rj-ing before or at the flag stand or crashing in a hill after the grab.Whoo-whee, lots o' comments. Here we go...
Gorge was actually designed with the elimination of rapid front routes in mind. That's not to say that you can't use front routes, but they're terribly slow compared with the speeds you can reach on side routes.
I'm confused; you don't like the hill spawns because they're not in your base if you need to chase, and you don't like the base spawns because they're not in the hills if you need to cap?
Come on now. HUH?
A rocketjump cancels it too!It's nice. Very nice. Just noticed that Fresh meat invincibility gets canceled if we jump on any of the pads before the 3 seconds.
My first thought was: For the osnipers. :XPardon me, but what are the structures in the center of the map supposed to be? Just scenery, right?
Pardon me, but what are the structures in the center of the map supposed to be?