Map Details for Cobalt |
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My first map The offense starts a good distance away from the defending base, but has havoc transports and shrikes to make up for this. The offense must first destroy the forcefield generator. The forcefields around the main base go down, leaving the base open for assault on the North and South generators. Once these are down, the switch, which is on top of a hill, must be captured |
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Screenshots for Cobalt |
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Comments for Cobalt Add Comment |
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Grade: None » Submitted by Azenn on 02/09/03Thanks for your comments. I'll change it around a little. I already changed the forcefield generator to not be on the ledge. I will add a few more offensive turrets and also i'm thinking about taking the forcefield turrets out, and only putting one on top of the base instead of the sides. Grade: None » Submitted by Red Five on 02/09/03After seeing how this map runs on the pond, I have some considerations for you. Most importantly, do something to keep the defense on DEFENSE. Put more turrets around the offense's base, and a forcefield in front of the vehicle station would be beneficial too. It might help as well if you raise the fog levels a little, to discourage sniping. Also, the defense has a few too many base turrets for a Siege map. |
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Grade: None » Submitted by Celios on 02/10/03
I have played it as well, but I won't grade it as you still might change some stuff. Right now, the first bunker is way too spammable and usually is very near impossible. I would recommend taking away all (or at least 90\%) of the D's turrets and possibly scaling the FF base by 2x. Just some thoughts.