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Beach Assault map remake - Printable Version

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Beach Assault map remake - Lav - 03-01-2012

I suggest to remake the Beach Assault map to convert it from cavalry-only map into a map which requires coordinated teamwork between all three classes.

Sketch follows:

General idea is as follows:

1. Players spawn in the old fort at the seashore.
2. Bots spawn in two areas to the west and east of the fort.
3. Area to the west is rugged and not really playable for cavalry. West wall is the best for defence, with several chokepoints where infantry can make their stand. Inside of the fort there is an altar and a healing pot (both near entrances, so surrendering those entrances means surrendering the healing abilities).
4. Area to the east is one huge beach or plain. Anyway, cavalry paradise. Also, to the east there are no chokepoints, there's a wide entrance into the inner yard (not really defensible for infantry, though there may be a few nice spots for archer campers).
5. Eastern yard contains all the necessary tools (second pot, ammo box, troughs).
6. On the far east side of the map there's another altar.
7. Two herbs grow outside, one to the west and another to the east.

Ideal scenario for this map includes:

1. Infantry and archers barricading the western wall and holding there.
2. Cavalry charging into the open eastern area, defending the wide eastern entrance and preventing the bots from infiltrating into the inner yard. Some archers may join the fun as well.

Without cavalry this map is still playable, but pretty tough. Infantry must hold both western and eastern side. They are very likely to surrender the eastern entrance and thus lose the second healing pot and the ammo box. Turtling in the altar room will probably be the best chance for them in this situation.

Cavalry without infantry doesn't fare much better - while they can dominate the eastern plain, bots will occupy the fort from the west in no time, and then the inner yard becomes inaccessible for horsemen - again, welcome to the eastern altar, their last and only hope.


Re: Beach Assault map remake - PEWLUVSCHU - 03-01-2012

+1

Me liky


Re: Beach Assault map remake - Hande - 03-01-2012

Thanks for you idea. I'll take closer look to it later.


Re: Beach Assault map remake - Lav - 03-01-2012

Actually, other maps could IMHO be improved as well to make them playable by all classes.

Moving some nord spawns to the forest behind the Village would force infantry to defend the farm while cavalry reigns in the open fields (essentially the same idea as the suggested Beach remake).

Expanding bot spawn areas in Jeldan Citadel into larger expanses of open terrain and allowing players to go there would allow cavalry to charge into one of them, while infantry and archers beat off the bots coming from the other... or retreat into the Citadel leaving cavalry isolated.

Cleaning and somewhat flattening the terrain outside of the Hidden Cave, as well as moving nord spawn away from the center of the cave, would probably make this map more attractive too. Also the map needs it's defense nodes (hut, farm and cave) brought closer together to enable cooperation and assistance between players in them.

Mountain Pass could benefit from lower road having a wide expanse which could be dominated by cavalry, allowing infantry and archers to concentrate on the upper road (archers can also rain arrows down to support cavalry below). Some communication lines between two routes would also add some tactical depth to the map.

Town and City are just horrible grindfests. Town at least has some space for infantry tactics. Why City map was approved I have no idea, it's just a brainless grand melee.


Re: Beach Assault map remake - Senni - 03-01-2012

would love to see this, sounds really fun Smile


Re: Beach Assault map remake - Johao - 03-01-2012

(03-01-2012, 11:11 AM)Lav link Wrote: Actually, other maps could IMHO be improved as well to make them playable by all classes.

Moving some nord spawns to the forest behind the Village would force infantry to defend the farm while cavalry reigns in the open fields (essentially the same idea as the suggested Beach remake).

Expanding bot spawn areas in Jeldan Citadel into larger expanses of open terrain and allowing players to go there would allow cavalry to charge into one of them, while infantry and archers beat off the bots coming from the other... or retreat into the Citadel leaving cavalry isolated.

Cleaning and somewhat flattening the terrain outside of the Hidden Cave, as well as moving nord spawn away from the center of the cave, would probably make this map more attractive too. Also the map needs it's defense nodes (hut, farm and cave) brought closer together to enable cooperation and assistance between players in them.

Mountain Pass could benefit from lower road having a wide expanse which could be dominated by cavalry, allowing infantry and archers to concentrate on the upper road (archers can also rain arrows down to support cavalry below). Some communication lines between two routes would also add some tactical depth to the map.

Town and City are just horrible grindfests. Town at least has some space for infantry tactics. Why City map was approved I have no idea, it's just a brainless grand melee.

1. Agreed on that, there should be possible expansions in each of the maps to allow some considerable horse combat, although Mountain Pass allows calvary to have some interesting vertical gameplay(if not for the nerf)

2. Kind of abandons the idea of the natural defense of the Swadian Village.The fences are a tactical standpoint when defending the village, a back attack would surely be more chaotic(not the fun kind).

3. There should be a somewhat small flat area that the calvary can play catch with the bots, at least a possible lance couch from the start-to-end point of the flat area.

4. The wooden tower should be a mini fort with open gates and palisides, rather than a single isolated tower. The palisides provide protection for the players while blocking them from firing ranged weapons down the cliffs.

5. Same as 1, but agreed with a somewhat wider path (twice the width).

6. Town should have an extended alley that a horseman can just charge though, but with limited manuverability. City should have multiple connected alleyways so even if manuvering a horse is hard, the player wont have to face dead ends that would get them killed easily.