I'm going to test how many reinforcements sound good, 400 is the default reinforcements value in the SDK that's why I set that to this value. I will probably give more reinforcements to the attackers.
I think it's a formula but somehow adapted for each map. I thinks it's basically a kill/death ratio or smt per minute but adapted for each map. For example: you die/kill less on Fallen Fighters than on Commissars.
However I'm not saying your are talking **** or insulted you on this subject, I'm wondering why you took this personally
Did I said anything about you insulted me ? I didn't took it personally (lol), it's just that it seems so basic for me, it's just like explaining why the sky is blue. I really don't think that spawning distances are such a complex subject.
Really try to do that. Even spawn with a soldier on each spawn and calculate how much you do until you reach the cap-zone - is even better than looking at maps. You lose a day or two but you learn alot, trust me.I'll take a look at various TWI's maps to get a better idea but if in the end defenders are closer to the obj and it works it'll stay like this.
The vast majority of the objectives are those where the attackers are closer. The small minority of the objectives where the defenders spawn closer, those are the objectives that ruin the maps (see Objectives B and C in Grain Elevator, Objective E on Spartanovka ...).
My goal is not to create a map on which 90% of games are stuck before the first objective...
You're missing the point: it's not about one or first or last objective - it's about ALL. You could have a "middle" objective that is impossible to take -> ruined map.
So be carefull on all objective, not just on one.
Like I said before, this is my first map, I'm working on this alone, my 3DS Max and Photoshop skill are not great but I wanted to make something for the community and have a fun project at the same time. Some people seem to like it others not so much, I'm trying to improve the parts which needs to be so that everyone can enjoy it but apparently my grass is too green
Again you're missing the point. As I said before, more than graphics and layout people look at the balancing issue. There is no fun for them to play a map where they know they'll lose most of the time.
I personally could play a map with 2 houses, 3 rocks and 4 trees if it's properly balanced, than to play a gorgeous map where my chances of winning are 10% (not saying on your map it's 10%).
For beta I will add 2 assault slots and remove one engineer slot so the final layout for beta 2 will be something like :
- Assault 2
- Rifleman 24
- Elite Rifleman 1
- Machine Gunner 2
- Marksman 1
- Engineer 2
- Squad Leader 3
- Commander 1
It's perfect ! (Maybe another Elite for a total of 2, but other than that it's perfect !)
See you on the battlefield
Only if the battlefield is fair
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