- last post: 01.01.0001 12:00 AM PDT
So, I'm looking at the comparison pictures of sidewinder vs. avalanche and having some thoughts. I dont frequent these forums very much so i'm probably just making a fool of myself, but I offer my thought anyways to see what others think.
I'm looking up to where the teleporters used to be and seeing these huge mancannon things.
I wonder "if the teleporters are gone, then how exactly do you use these places off to the side?" They seem to lose their strategic value with the removal of the teleporters. Sure, you can walk up a ramp, but of what use is this area other than just a sniping spot? I look to where the cannons are pointing and wonder "they point to nowhere special. Why would anyone use them?" It seems to me like these mancannons are places you want to END UP by the use of mancannons instead of GET AWAY from. That's why the teleporters were there.
I look at the mancannons facing the bases infront of them. They look like they exist to launch vehicles off of. But where do they end up? There is no ledge or high floor for vehicles to land on. Just a wall. They would hit a wall. That isnt very useful. What if a lone spartan were to use it? Well, they might fall in one of the many holes in the base, or they might just hit a wall. Some value there, but it would be hard to jump just right to actually make it inside and not just lamely hit a wall.
I'm wondering, exactly how are most of these mancannons useful? As for any side paths, how are they useful anymore without teleporters or mancannons that go anywhere useful? Are the side paths practically eliminated? They were such an important part of the original map that eliminating them would take away half the value of the entire map itself. They're what made the so map unique and loved. It was the combination of both paths that made people love it.
It almost seems like instead of mancannons, these things should be launch tubes to transport you around the map. Like, jump in a tube in the "mancannon" in front of the base, and it sucks you through a tube and puts you out somewhere else like the teleporters used to.
As for the INSIDE path that I believe they eliminated, the place where flag passes would often take place, that isnt as bad because it got far less action than the other two paths. I would like it, however, if they replaced that path with something new. Perhaps simply make it an alternate entrance/exit to the base, off to the side. That would be pretty nice.
Anyways, I really love the look of this map so far. It is looking like it may end up one of my favorites. I just dont understand how the mancannons quite work in this map, and how any outside (used to be teleporter) path might work. It was really important to the gameplay of the map, and even if a map looks the same, its not nearly the same map if its gameplay is totally changed. I'd rather have a sidewinder that looked like the moon and was shaped like an L instead of a U, and played similarly, than a map that looks just like it but doesnt play the same. The heart of the map is what counts and not the looks.
Can anyone explain the mancannons to me?
Also, I see a lone teleporter in the base. Where does it lead? Are there more?