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DOD_COBRA by FuzzDad
Major changes (sry I didn't add that in earlier)...the primary focus was a balance check across the map because in successive Anvils the balance had shifted far in favor of the axis. Playtests with the predecessor to this rc1 release showed a definite Allied balance favor so this release I tweaked back some of the allied-favoring changes I had made. I'm more so interested in balance issues than anything else. Visual errors, brush alignments, redo the old anvil mini-map, etc...I'll pick up on those and fix them. They key deal here is balance and is the map fun to play. Nothing else really matters too much to me.
1) Added another 2-person cap between allied one and axis two.
2) Redirected traffic in the hotel area by eliminating the bottom floor, sealing off two entrances, moving a few doors, barriers to keep people from jumping into or out of the core area of the hotel, and added several blast holes so one can traverse from axis one to allied one entirely inside houses and the hotel.
3) Moved portions of the allied spawn forward along the road and turned half of the spawn points around facing allied 2.
4) Removed the entire 3d skybox and just used a 2d photo-realistic sky texture.
5) Re-decorated using many custom models.
6) Rebuilt Axis spawn and repositioned all spawn points to try and balance the map in terms of speed-to-caps.
7) Re-opened most of the second-story buildings I had closed off in anvil 2/3.
8) Added a small pathway near the new two-person cap to allow for flanking.
9) Added in operational FD.wav buttons.
10) Tweaked cap zones to match associated cap vehicle.
11) Re sky-boxed the entire map.
12) Re-did the entire underneath portion of the map (cleaned up the sealing null texture brushes) and all the side edges as well.
I basically refinished the body, polished the chrome, filled up the tires, changed the oil, etc...I suspect the map will be enjoyed by the campaign-type player but be a no-go for league play (it's too nook-and-cranny and campy for league play). All play tests pointed to decent game play, a need for teams to coordinate their attacks to cap the map and no major exploits (yet). I really needed to get the map in a wider distribution to give it a hard test before I went final...so hence the "RC1" moniker.
Oh...I was able to keep fps relatively in line w/previous versions but was able to up the detail a lot because of dropping the 3d skybox and re-working all the optimization deals. I think it'll run OK on most PC's."
*DOWNLOAD RC1* *MIRROR*
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