#Azagor

1 messages · Page 1 of 1 (latest)

royal drift
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I like it

tender barn
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Good map.

regal sierra
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When an APC decides to go into the water
People from the land has no chance to shoot it.

Due to the people on the land have a terrain that favors the APC from the water.
If the APC is in the south water area
the players can't shoot it only from the caste-like building that is vertically aligned with charlie.
But you know, you can't get there if there is a squad of people.

summer harbor
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fist map I played and prob my fav one

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pls don't revamp

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not saying you are bad at map making, its just I have to re learn it : )

hollow grove
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at one of the buildings where last set of rush mcoms are located, this textures hitbox is clearly messed up.

regal sierra
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the borders are placed down without a thought, from above thought (theroretically) but not on-field (practice) thought, its bad because you can't flank the alpha in the sides at all, the US and Russian Team borders needs to be cutting the big hill an half so you can flank from the south to alpha vise versa with bravo

just this makes the whole map and gameplay go like shit

rich birch
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azagor conq64v64... feels like this is a bit of a bitch sometimes? in the middle of three points, and still too close to objectives shruggies

rich birch
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also noticed on other 64v64 the same kind of issue

random swift
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Enemy team is shooting into friendly spawn before players have chance to exit safe zone.

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Also the T90 never respawned

slow wing
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one of the demolished buildings has a buggy texture that you get squished out of

pale vessel
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Map balance on 32v32 Dom is horribly one-sided, perhaps rework the entire zoning so that the playing field is more central (like where C positioning is in 127v127). A lot of the 32v32 maps seem to suffer from this with the safe zones being massively proportioned compared to the actual battle field.

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Each Dom map should have a minimum of 3 capture points

latent spoke
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Tower falling on D in 127 v 127 Conquest causes it to not allow any respawning allowed, crippling RU from keeping a frontline.

latent spoke
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This map is very one sided. US tends to win almost ALL the time. I can't say for certain what it is that gives them an advantage but one reason is my report above. Next time I play on this map I'll survey the battlefield and see how the US is able to maintain an aggressive frontline.

spark charm
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Can't spawn on D if building is collapsed

short urchin
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can you please move A objective a little further from enemies border ? it is not defendable at all .

wispy canyon
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cool map but in frontline it's a one sided often times speed run-esque experience
doesn't feel great at all, not on the winning side and definetly not on the loosing one

bronze cradle
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CONQ, Azagor, Objective D, Not enough room to spawn. This occurred after the marked building was collapsed.

jade arch
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bug: you can drive a jetski behind and around the enemy base as there is a small gap between the outermost borders of the map and the enemy protected zone.

jade arch
tepid lodge
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US team has an advantage over the RU team

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Almost in all matches I played on azagor if the US gets the center they pretty much just won

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Ru side has too open space which leads to people camping everywhere with drms

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they have access to whole Ru part of the map

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while Im not a map designer Im just describing my experience/-s from playing the map

rugged lantern
manic sparrow
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stuck forever. needed smaller angles on left-right sides (currently stay on forward side)

jade arch
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I feel like you could almost steal vehicles from the enemy base with enough coordination and timing. There's surely enough time to steal a tank and at the very least drive it into the water before you die. For the LB, the engines will take too long to cook up but you can turn them on, respawn and try again to steal it and fly off.

manic sparrow
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There's simplier lifehack, because change team is allowed and no save-team-between-rounds implemented.
You take heli on russian base, fly to american, then suicide. Once you reborn heli still there...
Person should be banned for exploiting, but...

wispy canyon
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one of the best maps in the game, the only annoyence i have is the braindead ratting and backcapping spot right behind the b point

manic sparrow
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For me best only on Deathmatch mode. Also good for assault mode (2 bombs), because one team should be stronger that other (instead last 2 bombs where snipers kill whole enemy team)
Team who started near old cargo ship has worse position.

Needs redesign, removing that geometric stones, making more covers on open sides, something change near that castle (that is only safe point in the whole battlefield). Some changes near buildings, that is good for unstoppable meat, and always changing owner because noway to defend them (if play 3 points).

Idea with ramp is good. Idea with low-ground way good too. Good idea to covers that height exactly match jeep with turret to allow shooting from long distance.
Too many snipers, too hard to drive, too hard to move from battlezone to battlezone except some places like forest (near beach way). Beach way is good, but once APC present - fully disabled, APC floats on 250 meters from the beach. If no APC - snipers there.

Long of the best, but has good ideas to give job to landscape designer (not level designer) doing exactly same map with beauty.

grave zinc
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why do spots like this exist purely for snipers to sit on?

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also there are random trees in the water

last nebula
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Azagor - D can't be spawned on after red/white tower falls on the buildings

dapper pumice
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It requires for me +-30 HE shots(from 200-210m) + 4 tandem(1 from 50 m and 3 from 150-200m) +11 c4 to destroy tower on D point and required 1 tandem to destroy crane on B point... Wtf?

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I mean like, why it so unbalanced?

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Or maybe it cause of tower damaging model( all hits from HE and 3 from tandem was in upper half of tower)

hollow oxide
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bushes grow in the building