Tbh, as much shit hugeass catches, its not completely worthless, whered the idea for this map come from?
Simply put hugeass is a good map for inspiration because no one ever did something like it before, Tiamat had some good ideas for it, his vision probably wasn't far from the idea behind this map. A big map, but with purpose and controlled gameplay encouraging teamwork.
I think the problem hugeass suffered was too much energy was spent on the vehicles, hugeass was made back when not many people knew how to make them still.
Also, I'd like to point out that Tiamat obviously wasn't satisfied with the way it played and tried 2 more times (Coldsnap and Coldsnap 2) to get it right.
I just hope you can get it right, I think you have a better chance though because you plan on settleing for less of the unrealistic vehicles.
E: I'd also like to point out that the concept is nice, but reminds me of hugeass with forerunner structures x_x just my opinion.
E2: some comments on your layout ideas, theres some good ideas there, but I'm worried that due to the size of the map, and the seperation of the paths, and if teams do end up working well, as teams, enemies crossing paths within the said canyons will probably end up being unlikely with so many choices that end up isolating you and your team from the rest of the map.
Which brings me to my second observation, teams will tend to always push through the center path because they know once they leave it, the other team will be free to just get a strait shot at there base with little resistance.
Its hard to say, your ideas seem good with the layout, the only way to find out really is to test it.
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