Is it ok for a conquest map to be breakable? For my Epitaph map that I made, Im trying o redo the blocking off the map, so it can be compatible with regular conquest, instead of having to put 200% gravity on, but I can't find a way to do it. I mean you have to double jump off someone to get out of the map, but I just want to know if thats ok, or if I should just stick with the high gravity conquest.
This is just my opinion, but I think total unbreakability is an added bonus, but not necessary. As long as there is no advantage to escaping (make sure territory capture areas don't extend past the walls, etc.), that's plenty good for my taste. Sure, you will get some comments on it, but if you're happy with your decisions and compromises, forget about it.
We are adding a Heavy Conquest at XF for stuff like this... Coyote has a Snowbound map that we use it on... it's almost done... it's called Melting Point...
sweet. Well azn, tell me when you guys do have it because that will solve my problem for my guardian conquest map I made.
Meh, I think that having too many variants of one custom gametype is too much. With all the maps that are already on people's hard drives and combined with the xbox content limit, gametypes take a back seat pretty quickly. If you can't tailor a map around one specific gametype, then don't make it. Breakability is fine, since the pre-DLC maps have insanely limited items. Like Predicide already said, as long as it doesn'e benefit the other team, go ahead and give it a shot.
Just because it is defined as a variant doesn't mean you have to download it.. the coolest thing about a variant is all you have to do is change a couple settings, in this case it's increasing the gravity. We are only defining it so that people are aware that it is a possibility and it lowers the questions of "Can I do this?" Sure you can... just let us know so we can address the problem and then give a solution that the whole community has access to. It's the same reason FAQs exist. As a "Just so you know". And in any case... in Conquest Breakability is not fine... as it almost always gives the team a chance to capture territories that they normally wouldn't have access to. It also breaks the gametype considering that Conquest is about a single path and brute force... so no breakability is not fine in Conquest maps...
http://www.forgehub.com/forum/competitive-maps/54334-stalemate.html posted 2 months ago. you guys should check the spin-offs section more often :haha: Pre DLC forging most always involves compromise (hell, DLC forging does too), so let's not be so quick to say that breakability is not fine. Playing with high gravity is a compromise. It's a forging decision, and a map can still be escapable without offering any advantage to doing so.
Thats Conquest V3 with high gravity. I think AZN is just making a Conquest V4 one. Also, in case you missed it here is another spin-off made by me.
Whisper that is spam... it has nothing to do with the thread and it is bashing another member. Pred, breakability is not fine for the gametype this is why we went back to fix cellars. It distracts from the true purpose of the map and should be avoided at all costs. Also I don't care if people make a variant at all. And I didn't create Heavy Conquest, XF is just recognizing it as a variant of the standard... and you don't need heavy conquest as a gametype at all, you can offer it if you want, but you don't have to. It's just putting a term to a change in gameplay.
No, of course not. There's really very little that a Conquest map has to be. For my purposes, the only reason I would not list a map here that someone submitted is if it were blatantly incompatible with the game type, or contains no semblance to a single linear path.