#factories are too facking big
18 messages · Page 1 of 1 (latest)
maybe factory isn't too big but it's too open for me
i would have good input here but i have none right now
Too big? Perhaps.
Too much to get through to get to the main part? Maybe.
Too open? Up to interpretation.
I personally like having a map that isn't just hallways and slightly different hallways and servers.
May be atk sided, but I think you have some interesting planning, if only as defenders.
You know i noticed we never play in toxic too. Or i dont. Ive never had a play in that room other then the rare rotate. Maybe making that room a bit bigger and more involved while making the docking bay a bit smaller can balance things out. I like the long range concept so it being big is ok i guess but a small tweak could help with these long empty rooms. Im spit balling now btw.
Toxic is so hard to deal with as an attacker often, at least the ground level one. The defenders tend to have easily peekable long angles.
I figured there was a reason, everyone avoids it but I like the vibes lol
I think the gameplay variants of the different rooms are okay. If every room played the same then it could get boring
If you want to flank, you take the risk of the narrow bridges
But yeah, I find the tile set is too big with too much empty space but i also like the idea of a designated long range tile set where you know you need the proper equipment. This one is difficult, Imma think on this one.
factory is the "at least it's not dome" tileset
DON'T YOU ATTACK DOME! DOME HAS BEACH!
ur a beach
damn right :3
:>
incredible how much information can be communicated with :3
just make the whole factory out of office
a single room dome deathmatch
I think you're right in that's what this can devolve into. Which should be considered/