sst13 wrote:One small point that annoys me extreme, is the missing weapon clip under the red armor.
@sst13: you're right, that's annoying. i've gone and fixed it and updated. (will i ever be done with this map? :P)
about the drop down: the point of adding it was to give the player, when trapped by an enemy, two options for exits to pop out of instead of just one. this can buy the player some time to escape, since usually the enemy is watching from the opposite rail and can't quite see what's going on. during testing, i have also been using it from time to time as a last-second rocket jump audible from the low path. i just veer off into the alcove, grab the 25, and RJ up to the rail, bypassing whatever defenders i didn't want to meet near the lower entrances into the base.
i never thought of cutting a path from the 25 health ball into the side of the base, ending near the low shotgun. it is definitely a fun option to think about. (there really are a lot more ways to add paths to this map than i first realized. it's almost overwhelming!)
i think barring off the alcove would be frustrating to the player who may instinctively want to enter it from the center. also, how often do people take a long transition from high to low on the attack? probably never, unless forced to do so by extreme pressure on the high path. i guess i could see a defender doing it though, grabbing the rail and quickly hopping back into his own base.
i would be more inclined to add the extra path and leave everything open. i think the new path would be harder to defend than the other low paths. it would need to be cramped, otherwise i'd risk it becoming the go-to path into the base from the ground. i'll think about it, even though i have already sent this map into LvL.
thanks for your feedback, i do enjoy discussing these hypothetical gameplay changes. if only there was a way to get people this interested in the map during the alpha phase when changes are logistically easier to make and i am less tired editing the map!
edit: after looking in the .map file i've decided that the path won't be possible to pull off gracefully. there isn't enough room, even though it may look in game like there is. i'm calling this map done-zo.
pat