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tag [2017/06/16 16:16] biell created |
tag [2017/06/16 17:34] biell [Map Making] |
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updated with either (or a combination of) hiding, running, or fighting | updated with either (or a combination of) hiding, running, or fighting | ||
design to compensate for this being an asymmetric game type. | design to compensate for this being an asymmetric game type. | ||
+ | |||
+ | Spawn points should be spaced out as much as possible, with at least | ||
+ | 6 spawn points. It really isn't fun being **it** if you spawn at the | ||
+ | same time and at the same spawn point as another player. | ||
+ | |||
+ | Walls, or at least walls meant to be squeezed through, often have low | ||
+ | or no damage. Keep in mind how people will use the space before | ||
+ | setting hull damage. Hiding spots may be good choices for 0 damage, | ||
+ | as it is hard to come to a complete stop in altitude. | ||
+ | |||
+ | Map wrap-around is a very helpful technique for eluding capture on | ||
+ | these maps, and should be considered when the advantage leans too | ||
+ | much to the chasers. Alternatively, you may need to limit the advantage | ||
+ | of wrap-around if the advantage leans to the one who is **it**. | ||
+ | |||
+ | Consider turning gravity off. If you are hiding behind something and | ||
+ | gravity is on, you really can't escape up very easily. This pushes | ||
+ | escape routes down, and makes fleeing predictable. Unfortunately, | ||
+ | this ruins bomber's role in TAG maps. But, the faster planes seem | ||
+ | to work better anyway. |