Retreat Created by SixteenthMatt Map Description Retreat is an asymmetric map setup for a mix of indoor and outdoor combat. The map was made for 4v4 combat but can comfortably fit 6v6. Weapon List DMR x4 30 sec 2 clips Shotgun x1 180 sec 2 clip Grenade Launcher x2 150 sec 3 clips Sniper x1 180 sec 2 clips Frag Grenade x4 30 sec Needle Rifle x4 45 sec 2 clips Needler x2 45 sec 2 clips Plasma Repeater x2 30 sec 2 clips Plasma Grenade x4 30 sec Health Packs x4 30 sec Main View: Main Courtyard: Red Base: Red Side Room: Blue Base: Blue Bottom: Blue Outside: Red Outside: Upper Mid Level: Overview: Update 6/23/12 Reworked the spawn system Moved power weapons for balancing Changed side area layout on red and blue sides Curved the elevated walkway connecting red and blue bases Various aesthetic changes throughout the map
I'm guessing where it says DOWNLOAD NOW Anyways, I like the asymmetric layout, not to mention the nice height variations. I also like the outside structures, with the pillar and the circular building. But I see alot of coliseum walls and seastacks, try to reduce them, too much of these goodies can bring up framerate problems.
I played on this the other day and my biggest concerns would have to be top mid and spawning. The spawning wasn't bad per se, but everyone seemed to agree that they were only spawning in the bases and no where else really. I'm not sure if it's a lack of spawn points or a lack of safe spawn points that are causing this problem. I was on red team if that helps. I don't know if blue team was having similar issues. As for top-mid, the issue was that, from the bases, the fastest way up there was through the bunker rounds. However, if a team was set up there they could easily toss some grenades your way and there was hardly anything you could do about it because of how the bunker round funnels you in. Of course, you have the option of going around the sides to try and flank them, but these flanks are exposed and the team at top-mid can see you trying to approach. A combination of the funnel and the exposed flanks made top-mid very overpowering and too easy for a team to hold down. See if you can add some more routes to this position that are hidden from top-mid's lines of sight or find another way to weaken it somehow. That's all I can remember right now. Hope this helps. Cheers.
Thanks for the reply. I noticed the same problems you mentioned in a few playtests that I had and have been working to fix them. For the spawning issue, I noticed that there was a weak spawn modifier over each base causing the teams to spawn on only one side the entire game. I added another route to the top mid level from the green room to help with the issue you mentioned.