#River Rework Part 1 Thread

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true spear
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River Rework Part 1 Thread

median spruce
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i honestly prefer river as is. It's always been my favorite map out of all of them

wintry prairie
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wait we are getting a river on river this is big news

smoky coral
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i can see the islands being high value points to capture, which is fine until either side has an immediate head start in getting to it or the only route for ground vehicles to get onto it

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which makes me prefer B for having an island for either side to solve that problem

true spear
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Depend on layout, we can also explore a layout without cars and tanks. Only boats,apc, helicopters.
So less problems with vehicles kick out player in water from tanks and cars xD

smoky coral
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yes i would actually love a water focused map like that

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would be very interesting

fading vault
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what map size would be?
1x1 or different in each map idea?

fading vault
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ok thx
Spread objectives is considerable if its 1x1

sullen wagon
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I’m gonna be real with ya, river D just looks like a new version of waki. I do like layout C.

restive cargo
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I thought river had iconic moments 😦

Kinda like Basra had iconic moments

sullen wagon
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It looks like layout c will still have the center tower fighting, and the shipment container chaos, but it will feel like the rest of the map has more to it I think.

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I think the office should be the center point of every layout.

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I would love to see more of the bridge pieces that are under construction in a line with destructible walkways between them.

worthy scaffold
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can we get layout d with like 1 point across the river?

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and how would the river crosses in layout c work? a bunch of empty water would be suicide for inf

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but if the crossing was decent it could be a good layout

hollow harness
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I like the map as is

sullen wagon
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I would prefer bridges so we can get some more boat combat and transporting on this map.

near remnant
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On layout B, is the office on a bridge?

remote tundra
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A is most interesting but possibly the hardest to balance, it's the most unique

B/C just feel like maps that already exist.

D feels wasteful and small, half the map isn't in use and would just end up the domain of irritating snipers

Overall I would go for A, but honestly none of them spark joy

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I'd lose the concept of islands in the channel, it's something that's done a lot on other maps and causes awkward choke points.

If anything, have the river meander and create archipelagos, with a few LARGE bridges crossing it.

The enjoyable parts about River were the big tower block and the surrounding sunken swampland, I think it would be hard to replicate that and Old River did have a lot of themes going on at once.

You could make it more like a Metropolitan Docklands, a wide(!) meandering river cutting through the middle of the map with multiple large bridges spanning it, each side built up like Frugis/Sandysunset. Unique feature in one side could be the construction site (the one currently in Old River) whilst the other could have a commercial dockland, with Ship and cranes.

This would keep the themes similar enough to current River whilst completely refreshing it.

remote tundra
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(as a note on popularity, Urban maps are more popular and almost always win votes when present, I don't think I've ever seen Frugis lose a vote)

lusty bear
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Imo maps should be somewhat symetrical

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Something that doesnt give an outright advantage to either side, but also isnt too homogenous

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From what i see, C fits the bill the most

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Albeit id also like if a tad more of the map was used in C

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Perhaps a mix between A and C would be the best

sullen wagon
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I think that in all layouts the office building should be a center point. Concentrate fighting around it.

proud hornet
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On thing I liked about River was that each of its objectives felt Big. Like the capture zone for the shipping crates was within a sea of shipping crates.

River A feels like you're going to get stuck on bridges. River D feels like a land map with some water on the side.

C and B both seem good. As long as infantry can get across the rivers without getting gunned down on a single bridge or run over by a boat they could both work well.

remote tundra
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Ok yea I feel that, I did enjoy the fact that the points on river were BIG.

It felt like one of the few maps where effectively defending a point was possible, it was also designed in such a way that it didn't become a circle of base-trading, the points are laid out in a 1-2-1 style which honestly worked really well

vernal geyser
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"The current map only offers a lot of engagement in the middle [...] Beyond these areas, there's little reason to fight elsewhere."
This is one of the appeals of this map to me, being able to fight in the middle, and to sneak attack on the other points when noone's there, and the simplicity.. just like old Basra.
If anything, I feel like the map could be made a bit smaller, making the drive/walk time shorter from the 1st checkpoint on each side to middle
keep the office, ditch the village, keep it symmetrical

remote tundra
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^

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So many maps make you run in circles, it makes any kind of engagement or ground-holding tedious and makes choppers and squad-spawning overly powerful

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River container/building fights are intense and amazing, it's just a shame it's cursed with snipers

opaque oasis
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A will lead to base trap easily

B each team have each own advantage to take area and 2 spawn base make it harder to get base trap but office/shipment island become sniper spot

C can have pedestrian bridge to make maneuver to each island easily, and spread play area instead of full choke point on bridge

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still can just rework current river by adjust area+create new obj in the area that didn't get use. and readjust current POI