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07-09-2009, 11:35 AM #1
Apesgorod bombsites
Jack and I were talking recently while DEAD... Apesgorod is a really good map all over, but the old bombsites make the southern half of it unusable, and the current bombsites make the northern half unusable (and much of the south irrelevant).
We were trying to think of a good way to position the bombsites and spawns that would put almost the entire map in play. At the time, we came up with having A somwhere far north, and B somewhere far south, and spawning the attackers in the middle of the map but underground, like dg_town. After thinking about it a bit more, I figured we could spawn the attackers down by the river to the east. That would give them even more flexibility to either jump straight into the tunnels or come up by the HMMWV OR by the old B building to the north.
After spectating a couple of firefights south of Bravo about a week ago, it looked like a really intense part of the map, and would be fun to play in more often.
Of course the big problem with my suggestion is that the bombsites will be REALLY far apart. But maybe it's okay to have one map like that in rotation, that has a very different feel for the defense than most of the other maps? Also, we could whack the bomb timer way up to like, 3 minutes or something, to compensate.
Another issue is that although the defenders must stick to an objective, most bomb placements are designed so that the defenders can move freely between bombsites without being considered out of bounds. Since Apesgorod has a totally open bottleneck in the middle (at the swamp tunnel exit), we might want to consider that area out of bounds once defenders are already set up at bombsites, except of course when reinforcement comes into play. But then that brings extra rules comlpexity and admin headaches and stuff.
I dunno, I'm just throwing ideas out there. I just feel really strongly that we could be making better use of this map than we are now. I'd love to hear what suggestions others might have that could help us open up more of this excellent map.





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07-09-2009, 07:32 PM #2
Re: Apesgorod bombsites
Apes is a lovely map but not very well thought out for SnD placements. It's narrow nature and the fact that the main tunnels don't interconnect with the south tunnels makes it problematic.
We thought about spawning the attackers at the river but it makes no difference travel time wise as they can quickly rush through the tunnels and get most anywhere faster and more concealed than they can now.
We don't push the objective further south because then there would be zero chance of attackers flanking. It would be head on every time and the tunnel exits are more defensible then the present set up (which is also pretty easy to lock down).
Overall what we have now is much better as far as the amount of the map you use when compared with the stock placements.
We won't be adding further restrictions on defense movement on any map. I will be posting more on this shortly but Server 2 will be moving more towards the SogMod/WaW rule set in the very near future.
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