BridgeTooFar_Shields by eforhan on September 19, 2001

Siege Volcanic Clear

After a few complaints about this map going too fast for a siege map (often in less than 60 seconds), I thought it would be a shame to let a map with such great art and potential to fade away. So, I added as LITTLE as possible--out of respect for the makers. :-) The changes are: 1)Added two solar-powered force-fields inside the defender's base; 2) Added two solar panel gens on the very top of the base; and 3) Added a defender's repair pack on the roof of the base. Teamwork is now a must!
(Dev. Pack Required)

***Thanks for the originals, Dev.!


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by Lead Falcon on September 19, 2001 · Rating:

dude, have you ever played the original map on a public server? the defenders have a serious advantage as it is; the last thing they need is forcefields blocking the already easy to defend switch. I'm sorry, but you should leave balance to the experts.

by powdahound on September 19, 2001 · Rating:

I second that. It's a fast cap map SOMETIMES. Also, once people learn the map better, the gameplay will improve. That's one factor that people don't always think about. Even Alcatraz doesn't get capped if the D knows what to do.

by eforhan on September 19, 2001 · Rating:

Even the experts admitted the maps weren't thoroughly tested. ;)
My experience, On siege has been quick caps, which is only fun for the capper.
Anyway, I didn't do this for the grades... I did it to have the option. =) My next project you can grade. ;)

by Angry Weasel on September 19, 2001 · Rating:

Yeah. The time it takes to cap a Siege map (if it gets capped at all) depends on the defense and the offense. I have seen Ultima Thule capped in under a minute when the D is totally clueless.

by TalonKarrde on September 19, 2001 · Rating:

Besides the lack of screenies(i have a reason my dont work......most of you know it already......)and the terrible gamplay,you tried to mess with something you shoudlntve.Do race maps and stuff like that in the beggining to learn about things,stuff where balance doesnt matter.Then start on good maps.

by eforhan on September 20, 2001 · Rating:

With all due respect to Bytor and the Dev. Team, I feel the original was weighted more toward the O. side. I'm not a newb in playing or modding T2, and I did this in hopes to help the game be more fun. Has anyone even LOOKED at the map? The solar FF Panels are on top of two of the spokes--wide open for LD shots or lasered missles, and not so easy to repair. No "screenies" because it doesn't really need them--and I did this as respectfully as I could to the original's creators. It is only to enhance the game... I spent a few minutes that I didnt have to, to try to help people I don't know have MORE fun. Criticism is good... but condescension sucks. IOW, cut me some slack. ;)

by powdahound on September 20, 2001 · Rating:

We don't need to look at it. The map was fine before the change. Maybe if it's "only fun for the capper" you should get ONE heavy in each doorway to stop him. It really isn't that hard to stop cappers, it just depends if people on your team are smart enough to think what to defend.

by DarkTemplar on September 20, 2001 · Rating:

eforhan, you have to realize that when you put those forcefields next to the switch, it almost made the switch impossible to capture. Also when I tried this map, It altered the balance of the map to make Defense side alot stronger than before. When I play on Siege maps, I have found out that Forcefields get in your way too much. Also, When I play Alcatraz and when I am defending the switch, I usually see alot of spider-clamp turrets near the switch with deployable motion sensors next to the spider clamp turrets and also about 3 or 4 heavies defending the switch.

by eforhan on September 20, 2001 · Rating:

I do realize this... and IMHO a siege game should not be easy. These are fortified areas that (apparently) mean something to someone (if only fictional) and/or are guarding something of value. If your (real-life) castle was being sieged... sure, you can put up all the archers on the walls and your plate metal knights at the door... but if you leave the gates open, you've lost.
The only thing I MIGHT do different would be to either have only one solar panel or have it so D must have both up for them to power the FFs. But of course... this IS a game...(?) Anyway... thanks for your opinions. =)

by Bytor on September 20, 2001 · Rating:

Wow, you guys really pounced on him. What's wrong with adding forcefields to the map? Personally I think BridgeTooFar was fine the way it was, but if eforhan thinks the offense has it too easy, then he's welcome to edit the map and post it here. There is no need to give him a hard time for it.

by Angry Weasel on September 20, 2001 · Rating:

Well, I think the forcefields unbalance it. The offense hardly has it easy. Their equipment all starts out destroyed, with only one repair pack, and the defense base is not easy to get into with good snipers at the top and a few heavies guarding the entrances.

by Mccannon04 on September 21, 2001 · Rating:

Ok i admit i didnt even look exactly where he put the stuff but i think he has a valid point. He probably was defending against me (haha) cuz once in a while i can just cap on the first run as a light if no one is watching where i am. so i have to give him some credit for this map.

by Red Shifter on September 22, 2001 · Rating:

I'm not ranking this, because it was probably me that prompted its creation. But a few changes should take place for this to work:

1) Once the offense repairs their generators, the players should start spawning there. See Trident for example.
2) Get rid of a LOT of those turrets on defense. Right now, the defense is mainly made up of turrets and heavies.
3) The offense should have blue forcefields blocking their generators from being disc-sniped by the defense. Defensive Disc Spam is, by far, the most annoying thing on this map.
4) Do NOT give the defense a repair pack. Once their indoor gens go down, that should be it.

Red Shifter - The Legendary Cynic of Siege