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    Leto_II

    @Leto_II

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    Best posts made by Leto_II

    • RE: A community effort on a map layout

      FAF - 2v2 Map - Rev 1.png

      >>>Life in the Fast Lane>>>
      Revision 1

      Concept
      A dynamic map with multiple major attack vectors into the enemy bases as well as a prominent central feature.

      Legend
      —Red Figures are the Starting Locations
      —Light Green Circles are Mass Extractor Locations
      —Dark Green Blobs are Tree Clumps
      —Yellow Squares are Locations for Hydro-Carbon Plants
      —Black Blobs are Reclaim
      —Black Squares are Civilian Structures
      —Brown Ridges go below ground and are impassable
      —Grey Ridges go above the ground and are impassable
      —Blues Blobs are Water

      Description
      The "Central Gorge" of the Map is home to two abandoned Colonies; one of the UEF and one of the Cybran Nation. These Outposts have waged countless battles and the wrecks still litter the bottom of the gorge. The surrounding Hills and Lakes are peaceful and serene (and feature two Aeon Listening Outposts to silently monitor the situation below).

      How Matches are intended to play out
      The Map features two "Fast Lanes" and the "Central Gorge". The fast lanes go straight into the enemy bases and are difficult to defend. The path through the Central Gorge is initially hindered by the Civ Bases, but yields additional reclaim once they are opened up.

      All Players start with 3 Mex Locations close to their ACU, as well as a Short-Walk Hydro. The shortage of Mexes (3 instead of the traditional 4) pushes the ACU out of the Base. The Hydros are situated so that they pull the Back ACU into the "Fast Lane" and the Front ACU into the "Central Gorge". Additional Reclaim and a String of Mexes also pushes the ACUs further into the intended directions. However, by doing so they leave their bases open to attack from behind.

      Both sides have several Mexes behind their starting locations that are slow to get, hard to defend and easy to raid.

      There are two side-islands with cliffs and two Mexes that need to be air-dropped. By forcing the Players to build a transport they will (hopefully) also use them for drops.

      The Civilian Bases should have a t1 pd and one (or two) t1 aa. Maybe even a t2 shield.

      edit1: spelling
      edit2: Revision 1

      posted in Mapping
      L
      Leto_II
    • RE: A community effort on a map layout

      @arma473 what would be your suggestion?

      posted in Mapping
      L
      Leto_II
    • RE: A community effort on a map layout

      Thanks @arma473 and @Jip for the feedback. I've checked the actual t1 and t2 pd ranges and opened up the Map a little. The Mexes are now mainly located more towards the back but remain raidable. I've also added a few other minor Details (such as the small path at the Beach / Cliff next to the Fast Lane) and removed most of the song lyrics.

      Let me know if you have further suggestions.

      posted in Mapping
      L
      Leto_II

    Latest posts made by Leto_II

    • RE: Small suggestions topic

      I would like to make a suggestion. It's more of a quality of life suggestion of the client than the game, but maybe someone on that team reads this list as well.

      I would like the chat window in the client to prominently display the players in the same lobby as you. This is so you can more quickly contact them when needed. Right now you need to manually search for the player's names and then message them (e.g. to tell players to "x" or for the host that the lobby is full and in need of balancing, etc.). The way I'm suggesting would make this one step faster as the "players in (your) (current) lobby" are on top of the list in that chat window.

      I would appreciate your consideration of my proposal and thank you for making all the effort.

      posted in Suggestions
      L
      Leto_II
    • RE: A community effort on a map layout

      Thanks @arma473 and @Jip for the feedback. I've checked the actual t1 and t2 pd ranges and opened up the Map a little. The Mexes are now mainly located more towards the back but remain raidable. I've also added a few other minor Details (such as the small path at the Beach / Cliff next to the Fast Lane) and removed most of the song lyrics.

      Let me know if you have further suggestions.

      posted in Mapping
      L
      Leto_II
    • RE: A community effort on a map layout

      @arma473 what would be your suggestion?

      posted in Mapping
      L
      Leto_II
    • RE: A community effort on a map layout

      FAF - 2v2 Map - Rev 1.png

      >>>Life in the Fast Lane>>>
      Revision 1

      Concept
      A dynamic map with multiple major attack vectors into the enemy bases as well as a prominent central feature.

      Legend
      —Red Figures are the Starting Locations
      —Light Green Circles are Mass Extractor Locations
      —Dark Green Blobs are Tree Clumps
      —Yellow Squares are Locations for Hydro-Carbon Plants
      —Black Blobs are Reclaim
      —Black Squares are Civilian Structures
      —Brown Ridges go below ground and are impassable
      —Grey Ridges go above the ground and are impassable
      —Blues Blobs are Water

      Description
      The "Central Gorge" of the Map is home to two abandoned Colonies; one of the UEF and one of the Cybran Nation. These Outposts have waged countless battles and the wrecks still litter the bottom of the gorge. The surrounding Hills and Lakes are peaceful and serene (and feature two Aeon Listening Outposts to silently monitor the situation below).

      How Matches are intended to play out
      The Map features two "Fast Lanes" and the "Central Gorge". The fast lanes go straight into the enemy bases and are difficult to defend. The path through the Central Gorge is initially hindered by the Civ Bases, but yields additional reclaim once they are opened up.

      All Players start with 3 Mex Locations close to their ACU, as well as a Short-Walk Hydro. The shortage of Mexes (3 instead of the traditional 4) pushes the ACU out of the Base. The Hydros are situated so that they pull the Back ACU into the "Fast Lane" and the Front ACU into the "Central Gorge". Additional Reclaim and a String of Mexes also pushes the ACUs further into the intended directions. However, by doing so they leave their bases open to attack from behind.

      Both sides have several Mexes behind their starting locations that are slow to get, hard to defend and easy to raid.

      There are two side-islands with cliffs and two Mexes that need to be air-dropped. By forcing the Players to build a transport they will (hopefully) also use them for drops.

      The Civilian Bases should have a t1 pd and one (or two) t1 aa. Maybe even a t2 shield.

      edit1: spelling
      edit2: Revision 1

      posted in Mapping
      L
      Leto_II