Rotation update for July
Posted: Sat Jul 03, 2010 4:47 pm
Thought I'd get some discussion on a new map cycle going. I included some brief descriptions because I'm bad at remembering which maps are which, and my personal thoughts on them. If there are any mistakes sorry, went a little fast through this.
Current Rotation:
pl frontier: Cart has massive jaws, desert themed. Designed well and liked by most.
toy fort: It's a staple.
avantiville: Beeron's avanti rendition, should be kept, possibly in a different rotation slot?
cp blazewalk rc5: 5 capture points, desert themed, middle point has railroad boxes, bridge over it, 2/4th point is in a glass box. I like that it's designed with the vertical dynamic (double jumps, rocket jumps, ect) well thought out, seems to have good rounds.
pl stovepipe b3: Desert themed payload, ends in an industrial zone. Solid map.
cp obscure final: 5 control pt, snow covered. Haven't heard much feedback, personally could take it or leave it.
haarp b2: snow outside, intel near spawn, take it to to capture points, first inside large window, 2nd inside a building. I think this one is getting a little stale, could use a break.
pl downhill b1: desert themed payload, lots of altnerate passage ways, seemed well designed but doesn't get much play due to spot on the rotation, I'd be in favor of moving it up to get it some more play time.
Other maps:
cp Desert Fortress: Symetrical fortress w/ capture pts. Has good give & take, has had a break, would like to see a return.
cp Observatory: Have to capture a/b, then have access to c which is in reactor. Has been on hiatus, would like to see it return.
pl zig z2a: Cart = mining cart. Long payload map, would like to see it again.
Corporation: The first stage is the only reedeming factor imo, inside stages are too tight. I don't think it's worth using.
Cayenne Mountain: Ian's map. Still needs health and ammo packs last I saw of it.
plr panic: 1st stage is tight, later stage has carts going down hill, speakers after win. Decent but we've had it recently, good to give it a break.
cp castle4 First cap is in a building in an open area, 2nd & final cap is in a castle with ~3 entrances, one goes up into it from a valley, 2nd over a castle wall, 2nd through ground level. Entertaining map, I wouldn't mind playing it again.
wacky races: novelty
balloon races: novelty
Rotation idea (in order):
cp desert fortress
pl frontier
cp observatory
toy fort
avantiville
pl downhill
cp blazewalk
pl zig 2za
Thoughts? Goal here is just to freshen it up a bit.
Current Rotation:
pl frontier: Cart has massive jaws, desert themed. Designed well and liked by most.
toy fort: It's a staple.
avantiville: Beeron's avanti rendition, should be kept, possibly in a different rotation slot?
cp blazewalk rc5: 5 capture points, desert themed, middle point has railroad boxes, bridge over it, 2/4th point is in a glass box. I like that it's designed with the vertical dynamic (double jumps, rocket jumps, ect) well thought out, seems to have good rounds.
pl stovepipe b3: Desert themed payload, ends in an industrial zone. Solid map.
cp obscure final: 5 control pt, snow covered. Haven't heard much feedback, personally could take it or leave it.
haarp b2: snow outside, intel near spawn, take it to to capture points, first inside large window, 2nd inside a building. I think this one is getting a little stale, could use a break.
pl downhill b1: desert themed payload, lots of altnerate passage ways, seemed well designed but doesn't get much play due to spot on the rotation, I'd be in favor of moving it up to get it some more play time.
Other maps:
cp Desert Fortress: Symetrical fortress w/ capture pts. Has good give & take, has had a break, would like to see a return.
cp Observatory: Have to capture a/b, then have access to c which is in reactor. Has been on hiatus, would like to see it return.
pl zig z2a: Cart = mining cart. Long payload map, would like to see it again.
Corporation: The first stage is the only reedeming factor imo, inside stages are too tight. I don't think it's worth using.
Cayenne Mountain: Ian's map. Still needs health and ammo packs last I saw of it.
plr panic: 1st stage is tight, later stage has carts going down hill, speakers after win. Decent but we've had it recently, good to give it a break.
cp castle4 First cap is in a building in an open area, 2nd & final cap is in a castle with ~3 entrances, one goes up into it from a valley, 2nd over a castle wall, 2nd through ground level. Entertaining map, I wouldn't mind playing it again.
wacky races: novelty
balloon races: novelty
Rotation idea (in order):
cp desert fortress
pl frontier
cp observatory
toy fort
avantiville
pl downhill
cp blazewalk
pl zig 2za
Thoughts? Goal here is just to freshen it up a bit.