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Post by knapptime247 on Apr 15, 2014 16:29:05 GMT -5
RAID: Methlabrsg.ms/1m9ADX4DESCRIPTIONThe Lost have taken control of the lab above Ace Liquor. There's a briefcase with some extremely incriminating intel inside that they're threatening to use as blackmail. Grab the briefcase back before it's too late. You'll have to go in through the window, the place is locked down tight. SYNOPSISTeam 1: "The Lost" defend the meth lab. Probably best to hole up and play defensive (you only have 1 briefcase to defend, and lose if it is stolen). You'll have to take all of the money from Team 2 (5 sacks total) to shut down their operation. Team 2: You need the briefcase back ASAP. The only way to get in is through a window on the west side of the building (you'll have to shoot it out and climb through), so it's hard to get to, but if the briefcase is retrieved you win. You're home base is the bar at the Yellow Jack Inn. You're goal is probably an all out assault, maybe keeping 1 back for defense if you choose. Both home bases will have some AI help, but not much. Suggest doing this with a larger lobby of at least 8 (Rockstar sets it at a minimum of two and I can't hang that). Would really love some honest & constructive feedback.
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Post by knapptime247 on Apr 16, 2014 2:33:21 GMT -5
Tried this earlier a couple times to mixed reviews. One lobby hated it, one lobby loved it, the rest were mixed.
Still would really appreciate some constructive criticism (or what parts you liked) from anyone who tried it because I'd like to make more maps that are more than just a chaotic gun fight, but for clarity:
The lobby that hated it seemed to miss the point I think. If I wanted to create a cluster fuck of explosives I would have (and have done so). But this is a strategic map that you have to play differently. Team 1 is supposed to play very defensively. I even went so far as to spawn 1 person in the building, and a few more on the roof on lookout. It's also a much harder building to get into, which combined with how well you can set up defensively is the reason it's a 1 score against and you lose situation.
I understand that playing defence isn't for some people because they're impatient (myself included), but if you're on Team 1 you will 100% lose this match every time if you choose to abandon your post and go on all out offence. I built this map specifically to challenge that impatient mindset.
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King Grizzly
Representative
Undisputed Champ Of America
Posts: 280
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Post by King Grizzly on Apr 16, 2014 5:34:00 GMT -5
Not that I'm on the Xbox console, but what building?
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Post by vikoon on Apr 16, 2014 7:52:52 GMT -5
I know what you are trying to do tactically. You are making it so that the case that is fortified in that very small building is the reason that the attacking team only needs 1 case. I just think people find the whole 5 cases vs 1 is what throws everybody off. Might be better if the one team needed 3 instead of 5. But I am really not 100% sure.
I have thought about doing a capture that is similar, where one team has the obvious advantage over the other. But I think that would be the absolute hardest thing to balance. I say this because the map itself isn't the only equalizing factor. If people aren't communicating on the one team they will lose guaranteed, and fast. You don't even have any time to learn your lesson because there is only 1 bag. It certainly is a challenging concept and when people don't understand something like this it will just turn into a deathmatch instead of a capture.
20 minutes also seemed a bit long as well. I usually pick 10 - 15 mins tops because I think that if the battle isn't resolved by then it runs the risk of becoming boring.
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Post by knapptime247 on Apr 16, 2014 13:21:29 GMT -5
I know what you are trying to do tactically. You are making it so that the case that is fortified in that very small building is the reason that the attacking team only needs 1 case. I just think people find the whole 5 cases vs 1 is what throws everybody off. Might be better if the one team needed 3 instead of 5. But I am really not 100% sure. I have thought about doing a capture that is similar, where one team has the obvious advantage over the other. But I think that would be the absolute hardest thing to balance. I say this because the map itself isn't the only equalizing factor. If people aren't communicating on the one team they will lose guaranteed, and fast. You don't even have any time to learn your lesson because there is only 1 bag. It certainly is a challenging concept and when people don't understand something like this it will just turn into a deathmatch instead of a capture. 20 minutes also seemed a bit long as well. I usually pick 10 - 15 mins tops because I think that if the battle isn't resolved by then it runs the risk of becoming boring. I think it was actually set to "All Packages" aka no time limit when we played haha. Could implement a time limit though, the problem being that if Team 1 collects a single package (which they should be able to) they can just defend their base for the remainder of the time. I think when we played that Team 1 had three packages near the base, Team 1 just couldn't figure out where the drop point was so I'm going to make that more clear, but that just shows that it can be done. Maybe moving it down to 3 to 1 or something would work. Short of screaming in all caps in the description I can't force people to communicate, but maybe I can communicate through the description that they will lose for certain if they abandon their defensive post. What I really want is for their to be a "defend" style capture mode, where one team protects the package and if the other team doesn't collect it in some amount of time they lose.
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