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Old 10-13-2008, 01:43 AM   #16 (permalink)
 
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Re: Fallen removed from frontlines?

I really wish you could move statics around like that. The only thing that can move from map sizes and modes is things like flags, player spawns, and equipment. Anything that we call a "static" can not be moved.
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Old 10-13-2008, 11:44 AM   #17 (permalink)
 
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Re: Fallen removed from frontlines?

Fallen is just not a good map for Frontlines. Why? Not because people don't "get it", but rather some "get it" too well and just flag jump with squads. Every time I have played Fallen on Frontlines it's an epic fail because one team or the other just flag jumps and it's over before it starts really. When you look at Frontlines mode, it really is meant to force the action to a central front. It works great on liner maps like Hells Highway (think that is the name) or any map that has a narrow width and one flag after another. Case in point would be Spies Like Us on Frontlines. The map was made for frontlines with that boundary change to make the flags liner.

For the person or team that "owns" the map Fallen, they could very easily change the combat area for the map so that on Fallen, you have say a 32 size that snakes around to the flags in a liner pattern and it would be a great Frontlines map. As it stands now, the map just sucks big for Frontlines. (IMHO)
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Old 10-13-2008, 12:32 PM   #18 (permalink)

 
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Re: Fallen removed from frontlines?

Meh, out of bounds don't stop you from going to a back flag.
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Old 10-13-2008, 01:31 PM   #19 (permalink)
 
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Re: Fallen removed from frontlines?

Fallen is one of my favorite maps in regular mode and personally I think frontlines on Fallen does not work well. As others have mentioned, one team usually jumps off to a good start and dominates the other team. Seems there are other maps that are a better fit for frontlines or at least are an improvement over the regular mode on those maps.
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Old 10-13-2008, 01:51 PM   #20 (permalink)
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Re: Fallen removed from frontlines?

What if we changed state for the round-start? As it is right now there's a rush to get to the middle flag first... and both teams charge all over the map. Instead, what if the teams didn't start at the mains? If UKR starts at Lumbermill and GER starts at S.Cabin... then you have an instant frontline at the western-most flag... then it might be more obvious what's going on.

Another idea might be to add a 'peninsula' of out of-bounds markings to the map. Don't add actual OOB there - just have the map better reflect the horseshoe nature of how the the frontline moves. <shrug>
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Old 10-13-2008, 03:52 PM   #21 (permalink)
 
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Re: Fallen removed from frontlines?

Just my "IMO"....for a good map to be a "Frontline Mode" round. Its gonna need to basically have the flags in a straight pattern or slightly curved pattern. This will eliminate the "O/B Crossings" that happen.... Spies Like Us is a typical map that when played in FL mode there are points where a SL can cross over the O/B marks in a flank. Only way around this would be to speed up the injury time when in the O/B areas....

"For the tards and Yorkie an O/B is Out of Bounds...hehehe"
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Old 10-13-2008, 05:26 PM   #22 (permalink)
 
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Re: Fallen removed from frontlines?

Here's an idea.

Don't show all the white flags. Just show the uncaps, and the 2 flags in play. If one team captures the others flag , then the losing team's next fallback flag/spawn opens up. Imagine Fallen starting out with 2 uncaps, and just one 1 white flag at crash site. There wouldn't be any confusion, and a definitely a massive battle

I love Frontlines, and the way the fight is so concentrated, but it usually seems like a 1/4 of the server has no clue til its too late. LOL took me a couple of times to figure out exactly what was going on. Hopefully it will get worked out so it's just a little easier for everyone to figure out.
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Old 10-13-2008, 06:55 PM   #23 (permalink)
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Re: Fallen removed from frontlines?

Quote:
Originally Posted by Bear61 View Post
Here's an idea.

Don't show all the white flags. Just show the uncaps, and the 2 flags in play. If one team captures the others flag , then the losing team's next fallback flag/spawn opens up. Imagine Fallen starting out with 2 uncaps, and just one 1 white flag at crash site. There wouldn't be any confusion, and a definitely a massive battle

I love Frontlines, and the way the fight is so concentrated, but it usually seems like a 1/4 of the server has no clue til its too late. LOL took me a couple of times to figure out exactly what was going on. Hopefully it will get worked out so it's just a little easier for everyone to figure out.
agreed! yeah I really think its the sea of grey flags that causes most of the confusion...
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Old 10-13-2008, 08:47 PM   #24 (permalink)
 
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Re: Fallen removed from frontlines?

Not much I can do about the grey flags.
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Old 10-13-2008, 10:00 PM   #25 (permalink)
 
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Re: Fallen removed from frontlines?

We can't do anything about those unfortunately.
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Old 10-13-2008, 11:13 PM   #26 (permalink)
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Re: Fallen removed from frontlines?

You can't make the back-flags reflect the owners?
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Old 10-14-2008, 12:46 AM   #27 (permalink)
 
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Re: Fallen removed from frontlines?

Frontlines works great on somes maps like olesko keep but all the fallen frontlines games ive seen resulted in one team capping flags after flags and the other team running behind them trying to catch up. Doubling or quadrupling the time needed to cap a flag will improves things.
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Old 10-14-2008, 10:49 AM   #28 (permalink)
 
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Re: Fallen removed from frontlines?

I think from a mapping standpoint (have made many in my day) the use of boundaries that snake from flag to flag on Fallen is the way to go. Turn down the damage time for out of bounds so that people can't cut across and just med pack up to get there. If I remember right, you can change that for each map can't you?
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