Mappers' Corner Mappers and Modders |
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View Poll Results: Make Dria-TMU Symmetrical? | |||
No, leave it asymmetrical. |
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7 | 43.75% |
Yes, use the South part. |
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8 | 50.00% |
Yes, use the North part. |
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0 | 0% |
Yes, but some other part; East, West, or Combo. |
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1 | 6.25% |
Voters: 16. You may not vote on this poll |
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#21 |
Getting there...
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Location: Florida
Posts: 581
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![]() Disclaimer: I'm on a coffee binge at the moment, so hopefully this post will be understandable.
I am all for a symmetrical version of Dria. Although I voted south side, either would be fine IMO. I think it would be even better if you could mirror the west side opposed to the north or south. I think I posted this in another thread, but the main issues I see are that one side (the "good" side) has direct, line of sight access to the 2 middle nodes, making them trivial to suppress, even without a mino, ion, or hurricane. Additionally, the "good" side has better access to the secondary (node 6) making it faster to build and easier to respond in case of attack, where the "bad" side has a corner secondary that is much further to travel and a giant hill in the way, requiring one to climb the hill or to come in the main entrance. So if you mirror the south, both teams will have a greater chance to take the corner node due to the layout, and less of a chance to get core hits due to the access to the middle node that links to the primary from the big hill. If you mirror the north, both teams have an easier time suppressing corner node attacks due to the layout, distance, and ability to suppress the middle node linking to their corner, but the chances are a little better for core hits on the other end since there is no big hill to pound the middle from. What if we changed the structures that protect the middle nodes? I was thinking something like Stones, but it could be anything. A castle or fort of some kind would be cool. Testing would be needed though, and I don't know how much the masses would appreciate the change.
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"Conan! What is best in life?" ... "To crush your enemies, to see them driven before you, and to hear the lamentations of their women." |
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#22 |
Omni doggie
![]() ![]() ![]() Join Date: Sep 2007
Location: San Diego, Ca
Posts: 419
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![]() [QUOTE=Turbo K;210878]You mean like Evergreen and All-Fall-Down?
Almost nobody wants to play these, Dria however is a regular. Seems like apples to oranges to me. ![]()
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#23 | |
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![]() ![]() Join Date: Nov 2007
Posts: 2,441
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The corner nodes to me are the part I'm most undecided on. What you said is spot on. In some ways I like node 9 better because it has the little hill on the outside of the node that I like but it also has that long valley leading to it from the core on its side of the lake, which I don't like. The west side would be my last choice because not only does it have the long travel time to the corner node for the team on that side of the lake but it also has the smaller hill outside of the base, which I don't really like. I like the base side that has the big hill, I think that whole quarter of the map is more interesting than the opposing quarter but either would be fine. My ideal choice would be the East side but with some editing on the big hill and moving the north lake node further from the bridge and node 5. I think I influenced things by saying it would be difficult to mirror east/west and by grouping that in one option. I can try it and see. One problem I know I will have, but which shouldn't be a big deal, is that on the edge of the lake there is a small color change. That is done by static meshes that I think I would have trouble lining up if I did an east/west split, so they would have to go. They wrap around the top and bottom of the lake in single pieces so I couldn't split them in the middle just using the editor. I had forts built for the lake nodes but I can't find that. I must have deleted it. I made small islands and used some of the wall pieces to make ruins of a small fort. I can do that again. ![]() |
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#24 |
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Location: St. Louis, Missouri
Posts: 796
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![]() I like the fort castle from ONS-Halloween, the node where the Leviathan spawns. Also, Lagzilla found some good castle/forts that he placed on the new Pyroclastic.
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#25 | |
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![]() ![]() Join Date: Nov 2007
Posts: 2,441
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Here's a quick rough-in similar to what I did before. This took my like 5 minutes. It's just to give a visual to the idea. ![]() |
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#26 |
Getting there...
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Location: Florida
Posts: 581
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![]() Yeah the east side is the better side. Just about any vehicle that has decent accuracy (including badgers) can hit node 1 since the top of the node is visible from the little building there at 5, plus you have the building to hide behind if there are powerful vehicles on the lake bed.
I understand your feelings on the west side. I just thought that if it was more difficult to put fire on the center nodes instead of the way it is now on the east side, it would require people to go to the node and fight to take it down rather than sit back and shoot from afar like they do now (myself included). Vehicles like the mino and ion will probably always be able to hit the node from multiple places, but a badger or railgun should have to expose itself a bit to shoot the node. Just my opinion, others may disagree. Simply putting a boulder or something in the way could be the solution. Not sure what to do about the corner nodes. As long as it's equal to the opposing side it shouldn't be an issue, so mapper's choice? ![]() Edit: That fort looks pretty sweet actually.
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"Conan! What is best in life?" ... "To crush your enemies, to see them driven before you, and to hear the lamentations of their women." |
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#27 | |
Community Veteran
![]() ![]() Join Date: Jun 2010
Posts: 1,536
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Yeah, the side with the big plateau instead of the small hill allows the Badger and Railtank to "head glitch" where they can shoot down at someone without them being able to return fire. This also happens on the bridge, but isn't as big of a problem. |
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#28 |
Fogell from Superbad
![]() ![]() Join Date: Jul 2009
Location: Salt Lake City, Utah
Posts: 387
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![]() My only suggestion would be, if you make changes, make it a new map, but keep the old one around for a while. Reset the counters on both maps and see which gets voted in more before the current one gets the boot.
This is a very popular map and changing it will definitely piss somebody off. |
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#29 | |
Getting there...
![]() Join Date: Jul 2014
Posts: 403
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#30 | |||
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![]() ![]() Join Date: Nov 2007
Posts: 2,441
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Asymmetrical maps will never be perfectly balanced. There is no way to accurately measure the advantage of one side over another. Things can be done to compensate but one side will always have an advantage. It comes down to how much a player values fair balance. I put a lot of value in it. Line of sight is paramount. That's why I started this, plus the fact that it often gets mentioned in game on Dria that one side has an advantage. I honestly expected more of a positive response to making it symmetrical but I can also understand why people want it to stay the same. Quote:
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#31 |
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Location: New York State
Posts: 899
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![]() I think changing the theme to "tropical" would be really cool, and making the lake have water like the old Panalesh would be nice as well.
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#32 |
Getting there...
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Posts: 403
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#33 |
Community Veteran
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Posts: 1,536
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#34 |
Getting there...
![]() Join Date: Feb 2009
Location: New York State
Posts: 899
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![]() I'd like to download it, but it's a Gamefront link, and it deletes files after 60 days of inactivity.
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#35 |
Community Veteran
![]() ![]() Join Date: Jun 2010
Posts: 1,536
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![]() I was referencing the whole thread, which was about a Dria edit I did where the central lake was filled with water and some of the tanks were converted to hovercraft. I can re-upload it if you want.
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#36 |
Getting there...
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Location: New York State
Posts: 899
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![]() Yes please. Please don't use Gamefront, they delete inactive files.
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#37 |
Community Veteran
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Posts: 1,536
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#38 |
Getting there...
![]() Join Date: Feb 2009
Location: New York State
Posts: 899
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![]() Thanks. I like the concept, but it's a little too close to the Dria we have now in terms of terrain textures. I would like it a lot if had sand/grass and palm trees. Something like RapaNui, Araja, or IslandHop.
Last edited by Anonymous[Lolz]; 10-16-2016 at 01:42 PM.. |
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#39 |
Community Veteran
![]() ![]() Join Date: Jun 2010
Posts: 1,536
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![]() I agree. It would be cool if the map was completely gutted and redone. Perhaps the non-TMU version since that one is not as popular.
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#40 | |
Getting there...
![]() Join Date: Feb 2009
Location: New York State
Posts: 899
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It would be best if this server had a serveractor that would allow multiple versions of one map to be grayed out if one was recently played, like on LDG. That way everyone can be pleased, and variety can be increased. |
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