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Good day friends!
So I've been looking at some of the less popular maps and the biggest issues are Mygeeto and Mustafar. They're certified server killers.
While I don't mind Mustafar so much people tell me it's a bit dull and that's probably because it's centered round one corridor and one large open room. The rest of the map is almost immaterial. I however don't have any real suggestions for this since I think it's the basic design of the map that's flawed. Potentially adding a second floor going above this main room could work to split the action but I really don't know here.
Mygeeto is in worse trouble. The map is a massive sniper fest, half the cover doesn't protect you if you crouch and you can get sniped as soon as you spawn. These things are never good ideas. My recommendation would be to have the section under the bridge expanded to fill the length of it and have one team spawn down there to separate them. The objective is fine and I think the freedom of up top compensated by some more congested tunnels could make for some interesting matches.
Kamino is one of the more popular maps but the outside area seems really unnecessary and side takes an age to get to for imperials. What I would do is remove the landing pads outside except the one Imperials spawn on, move the side route to the right rather than the left (from Imperial view) but make that entrance closer, potentially on the next landing pad rather than friggin miles away. The inside is pretty good though so I'm concerned it might affect that.
Alternatively shift the entire thing inside the building with some new spawns for Imperials but I still think the side route would suffer from being too far away.
Commtower is a bit odd as well, while there are many routes once the shields have opened before that it's effectively two points of contact: the bridge which is a bit unfair for rebels since Mandalorians can get on the side pillars but overall not terrible and side route which can be held too easily by a Droideka and a Sith due to the stairs and small doorway. I'm not sure what can be done with this one either but that's for discussion I guess.
This post has been brought to you by Mr_Oujamaflip.
So I've been looking at some of the less popular maps and the biggest issues are Mygeeto and Mustafar. They're certified server killers.
While I don't mind Mustafar so much people tell me it's a bit dull and that's probably because it's centered round one corridor and one large open room. The rest of the map is almost immaterial. I however don't have any real suggestions for this since I think it's the basic design of the map that's flawed. Potentially adding a second floor going above this main room could work to split the action but I really don't know here.
Mygeeto is in worse trouble. The map is a massive sniper fest, half the cover doesn't protect you if you crouch and you can get sniped as soon as you spawn. These things are never good ideas. My recommendation would be to have the section under the bridge expanded to fill the length of it and have one team spawn down there to separate them. The objective is fine and I think the freedom of up top compensated by some more congested tunnels could make for some interesting matches.
Kamino is one of the more popular maps but the outside area seems really unnecessary and side takes an age to get to for imperials. What I would do is remove the landing pads outside except the one Imperials spawn on, move the side route to the right rather than the left (from Imperial view) but make that entrance closer, potentially on the next landing pad rather than friggin miles away. The inside is pretty good though so I'm concerned it might affect that.
Alternatively shift the entire thing inside the building with some new spawns for Imperials but I still think the side route would suffer from being too far away.
Commtower is a bit odd as well, while there are many routes once the shields have opened before that it's effectively two points of contact: the bridge which is a bit unfair for rebels since Mandalorians can get on the side pillars but overall not terrible and side route which can be held too easily by a Droideka and a Sith due to the stairs and small doorway. I'm not sure what can be done with this one either but that's for discussion I guess.
This post has been brought to you by Mr_Oujamaflip.