Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
Compare it to some of the wider areas in Tripwire Official maps with those 3 factors in mind.
Anything that makes that area challenging enough to be potentially flooded with zeds (to the point of possibly having to ditch the area altogether and move to another part of the map) would make this map amazing!
There are a couple options off the top of my head-
1. Turn the center circle into 4 bridges leading to the outer ring (that meet with the ramps that lead up to it). Move the outer teleports onto the outer ring.
2. Cut out the outer circle, but (somehow) add zeds spawns all around the ring (wide open areas are fine as long as there are A LOT of zed spawns around it to compensate, so you still have to watch your back. If they all spawn/come from one direction, it's far too easy to defend.)
3. Add walls/columns or pillars/objects to obstruct your view of zeds across the arena and potentially places zeds can spawn behind.
4. Cut out the outer ring and 1/3-1/2 of the inner arena with bridges leading to the teleports.
If you don't have time, no worries. I just find it really frustrating coming across maps that look like they'll be loads of fun to play, only to find some MASSIVE wide open area everyone is inevitably going to hold up the whole game. I like gameplay that takes me all over the map, instead of staying put in just one part of the map the whole game (hence why I play Hell on Earth, you're inevitably forced to leave any hold up spot at some point).
What I'd love is if the arena area was tighter, so that if your team gets overrun by zeds, you gotta hop through the portals to escape and kite them But there's absolutely no incentive to go back through the portals, since the arena is wide enough to hold up the entire wave, no matter the difficulty or how late in the game you are.
That kind of ruins the map for me.
It really bums me out because this map has so much promise to being an AMAZING map! If I wanted to play in a basic arena map, I have loads of options to choose from. But maps where you gotta kite zeds through portals going from tight spot to tight spot (or relatively wide spot to tight spots temporarily to circle back to the relatively wide spot)? There aren't any of those as far as I know.
This map would be LOADS of fun if it didn't have that WIDE open arena area...
Didn't you consider that maybe he has a Nazi username because he is a national socialist? I just don't get people these days.