03-01-2012, 08:59 AM
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.
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.
Quote:My Little Personal Scripting Workshop (Companions Overseer presentation; Better Trade Goods, Better Civilians and Siege Camp Icon mini-mods; Scene Prop Iterator and AgentFinder script libraries).