Volcano High..

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YEAAAHHHHHHHHHH
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Re: Volcano High..

Post by YEAAAHHHHHHHHHH »

Super Sanka wrote: Tue Dec 31, 2024 8:19 pm Make volcano HIGH

-weed posters everywhere
-lava lamps and other stuff you would find at Hot Topic or Spencer's
- put a ceiling
-remove 80% of the vehicles
-add SSR
-delete Volcano high
Remove old core areas, replace with festival stages
Remove old node areas, replace with tent/RV campgrounds
Remove weapon lockers, replace with porta potties
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YEAAAHHHHHHHHHH
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Re: Volcano High..

Post by YEAAAHHHHHHHHHH »

Yeah Rhamp, something like that. The node connectivity can be played around with, perhaps with a randomizer. But that's the gist of it. Mino abuse is likely, but i'd rather try it to see if people can counter it first rather than put some sort of anti-tank blocker.
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pooty
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Re: Volcano High..

Post by pooty »

Looks like a cool idea.

Just put a shield tank, Bastion or Turtle at the cores to help stop mino spam. Could have some fun battles where shield tank stops a mino from spamming, both on the bridge.. and then a flyer comes along and could knock one of them off.... :P
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Re: Volcano High..

Post by pooty »

Made a few tweaks to V11

No more Mega or Odins at 3/10. This is to prevent one team getting two on the wall and mercilessly camping. They can still spawn at 12 in the middle.

Little bit longer spawn time on the Bombers (eg. Arbiter). Its still possible to randomly get two arbiters at the cores.. but that's a .33 x .33 chance...so around 10%, so you might get lucky/unlucky.

This should make more battles for 10/3. Since you have to drive the bigger vehicles, Mino, Mega, Odin to the wall (unless you get the rare one at 12).
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Rhamp
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Re: Volcano High..

Post by Rhamp »

There was some discussion about nerfing the powerlevel of vehicles on this map last night.

I was wondering what if these changes would make the map more interesting, as the current vehicle loadout usually leads to one side having an unlimited supply of op fliers and big tanks that camp the center wall, making matches very onesided once a team controls the bridge.

-Remove the megabadger
-Remove all tanks other than the mino. They are either too op when they spawn in the center or completely useless. Trucks provide sufficient antiair and can be moved into position much faster while not requiring 3 business days to kill with a shit flier. Maybe keep the dark railtank, since its fast enough to drive around without falling asleep.
-Remove all the bombers. These things run the map. You can start from the core, kill a node, link nuke it, and kill 2 connecting nodes all in under a minute, not to mention they are hitscan. Limiting them to just the core and primary only made it so the strong players have to whore them, but still dominate the map.
-Remove all hitscan fliers. Dogfighting with hitscan is just who can hover over the other person with their mouse cursor and lmb harder. Plus, hitscan fliers make any non-hitscan flier helpless in a fight. That means no dragon, phoenix, starbolt. The link flier is fine since its hitscan is very short range. The mirage raptor is also fine since it isn't a true hitscan, as it has a firing arc limit and a turn rate. Aurora/skyminer probably should be removed too, as although its hitscan isn't that op, it would then be one of the strongest dogfighters in the absence of any other hitscan and the strongest node killer.
-Add a teleporter from the secondary node near the middle to under the bridge. There isn't anything to do on foot other than defending with avrils and shock rifles, so if there was some way to contest the center node like on Tek without a vehicle, it would add some more variety to the gameplay. You could use the elevator to reach the center node and fight over the big nuke and double damage.
-Add a teleporter from the lake node to the corner node. This gives a way for foot soldiers to assist in making a comeback when your team's vehicle count isn't high enough for everyone to get one. Maybe put a deemer + double damage in this path as well, as there needs to be something to counter the levi that usually gets parked in the corner node.
-Increase the omega respawn time to at least 3 minutes. Having to spend so much time to track it down and kill it should allow for your team build a node unmolested for at least some amount of time.
-Maybe add some alternate link setups to spice things up.

I'd be open to making a new version, but its up to pooty.
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YEAAAHHHHHHHHHH
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Re: Volcano High..

Post by YEAAAHHHHHHHHHH »

Not to derail your thread, but changing the node layout to putting the powercores at the corner nodes (the ones at the ends of the center bridge), then making the old powercore bases just node areas could be a fun mod.

Are you thinking all of these vehicle changes? Because that'd be a massive change. Or you could just do the arms race and beef up the core's vehicle loadout to ones that could recover the first node or two quicker. A consistent heal raptor and an Omega could be a big boost. Basically something where one player can build the primary easily, and another player can quickly take the secondary so you can at least get one node locked.
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Re: Volcano High..

Post by pooty »

Hmm..

I'd be ok with removing the Mega, however, it is easily removed from the wall and it takes a bit to drive it there.... and its useful for one shotting 3/10 when you're making a comeback. Without something like this, Aurora/Omega, once you lose 3 and 10 you're done, IMO, without something big to kill all the defenders and the node quickly.

Having tanks at 3/10 helps defend it. Tanks spawn at core, 3/10, 12,9 Even say Firetank at 7/9 helps take 13/1 since most of the tanks on here have lasers. Trucks are too easily killed.

Hitscan flyers can go, I'd already removed the bombers (except the arbiter which the rail fire has short range and its weak) since they were too OP
-Add a teleporter from the secondary node near the middle to under the bridge
You can already get TO that node from under the bridge....jump pads across and teleporter up. Probably should add a down then you can go 1/13 on foot, although it takes a bit, but you could hide down below.
This gives a way for foot soldiers to assist in making a comeback when your team's vehicle count isn't high enough for everyone to get one. Maybe put a deemer + double damage in this path as well,
This will dramatically change the map. There's plenty of vehicles especially in the core and mostly flyers or fast mantas. What will happen with a deemer near 3/10 is some player in a flyer will camp and take them, or one of the DMers will camp it and stalemate 3/10.
-Add a teleporter from the lake node to the corner node. This gives a way for foot soldiers to assist in making a comeback
This would be good, as often you spawn there for a vehicle and pretty much nothing else. I'd make it spawn a bit away from the node vs. directly in sight of it... just so it takes a bit more time ... or perhaps a series of jumppads instead.

Omega isn't super OP on this map, the other flyers can kill it pretty easily... I think its at 2 mins now.

I wouldn't change the link setup, unless you make a whole new version like YEAHx10 suggested... which is interesting, if you made the old core node key to taking the map, and you'd have to do something with the bridge to prevent just spamming the shit out of the other core, have to cut it off.
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