- A 3 Legged Goat
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- Fabled Legendary Member
Join Halo Haven for all things related to Halo 4
Tell her that If you jingle my bells, Ill promise you a white Christmas - Call Me Venom
The world can't end next month. My yogurt expires in 2013 - Princess Cadence
If Apple invented a car, would it have windows? - Xxembers
lol I've gotten so used to blueprinting now that I can throw together a design in 15 minutes.
Blueprinting is very important when building a map from scratch. I'm trying my best but I still keep messing up on spawning. Elites seem too far away from each other, which could make defense very difficult for phase 1. Should it be that way? I mean, Attackers should get phase 1 80% of the time. However, defenders should still have a chance to skunk them.
There's a delicate balance that I need to find. If I make Defenders too strong, Attackers could be held at their spawns. Conversely, if I make Defenders too weak by splitting them up too much, Attackers could bombard them to no end, and even possibly spawn-kill them.
Though I'd prefer not to, I'm just going to build what I have and see where it goes. Maybe the spawns will work out, or maybe they wont. All that's left for testing. The good news is Defenders have high ground, so if they are short a player or two it should give them a slight advantage. Again, I'm thinking about players quitting if it ends up in MM. I don't want it to be too easy to capture the territories if Defenders are down a player or two. If it's 3v6 there's no chance.
The good news is this probably means either an abundance of DMRs and NRs as pickups, or off of spawn in loadouts. This way Defenders don't have crappy weapons to disadvantage them
The map is 90% quit-proof for Attackers if they're down 1 or 2 players. Again, 3v6 isn't happening.
[Edited on 12.27.2011 8:33 AM PST]