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Ydiss is Offline
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Join Date: Jan 2002
Location: Nottingham, England
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Default 03-27-2003, 07:12 AM

[quote="Sargent_Scrotum":d2606]something that might be cool is like a ww1 mp, 2 trenches with a few mg 42's locted around, iyou would probly have to work as a team to get over no mans land & into the other teams trench because their would probly be people on the mg's who would just mow one person down. if done right it would be a good map, also you would have to place a lot of landmines & artillery comeing in evil:[/quote:d2606]

Only one downside to a map like that is that it's been done to death already. Plus I'll never include MG42s in my map because of the sniper rifle. It simply counters any MG42 as a tactical option so most players won't bother using it anyway.

Teamwork is something I want to include, however, as you say. It is hard to do that intentionally in MOHrad, though. When I designed xfire (full version) I intened for the back room (with couch and 3 health bottles) to be the defensive focal point because it had those 3 health bottles. It turned out that the roof became the focal point however, due to the fact that it had the least entry/exit points (only 3).

When I made xfire I did so with these points in my mind at all times:

1) No dead ends
2) Connectivity (Each area has more than one entry point)
3) Functionality (No areas that are redundant and rarely used - one reason I deleted the loading bay from TDM in xfire)
4) Performance (High FPS counts)

The way I see it is if you stick to those 4 rules and make the map look decent then the players will add the teamwork aspect themselves, whether you want it or not.

Rest assured that if the votes point me to the right options (outside, bunker etc) then I'll add trenches. I just don't want to make the trenches the focus of the map, that's been done before and never worked.

Can anyone give feedback on this question, please...

Do you like the inclusion of health bottles, providing they are used sparingly and placed in relavent places?
  
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