Wolverine,
You don't need to wait until a mapping contest phase to release an update for your map. Actually, your probably better off getting it as polished as you can as soon as you can. We don't require you to release a "new version" to put in the contest. Just submit the best, newest version.
So now for a little feedback. I played this tank only version of this map for a couple of hours this weekend. I really had a good time, and it looks like you are off to a good start. I've got a couple of suggestions for you (you can take them or leave them, but I might just be a contest judge so...
)
- You should lock both North or both South objectives when a team has captured both objectives on their side and one of the objectives on the other team's side. We did this in the original Arad, and it helps prevent that "round robin" problem where its impossible to hold 2 objectives while attacking a 3rd, so objectives just keep changing hands the whole round.
- You should have two sets of spawns for each team like the original Arad. When a team captures both objectives on their side, and one objective on the enemies side, you should push the enemy team's spawn back. This helps keep the momentum going for the team that has captured 3 out of 4 objectives and makes it possible to win by getting all 4 objectives. It also really focuses the battle at that point and makes it more exciting.
Cheers,
John
Maybe my memory serves me wrong, i only played the original Arad about 1000 times, but as far as i remember their were no lockable obj.,all were recappable by both sides, and the round robin "problem",as you call it, is one of the reasons why the original map was so popular.
Holding 3 obj. at one time with 32 players (or less) is very do-able,and that's what stops the map from being boring.
Locking the first three obj. and concentrating 32/64 tanks/infantry in the middle of the map will not work,since each team will just sit in either the north or south village,and shoot at each other from there,resulting in stalemate, infantry/halftracks would be cut to pieces by the tanks, before they got anywhere near the 4th and final cap zone.
Arad2 already has 2 spawns for each team.
Sorry John but i completely disagree with your thinking on this map.
RO-Arad, and its variants, was a very popular (if overplayed) map in Ostfront, and the reasons for this are quite clear,and one of them is that the fighting WASN'T concentrated on one central area of the map, it was spread out across the map,for both infantry and tanks alike.
Attackers/defenders had to use teamwork to make sure that they held on to the zones that they had just capped,whilst at the same time using some of their resources to make a push for the enemies strongholds (N+S Villages)
Wolverine:
My opinion (for what its worth) is to keep the map as it is,make all zones recappable,lets not have a boring keep your distance slugfest in the middle of the map,give both teams multiple goals/objectives at all times, make teamwork a necessity to win this map.