HiveTyran7
01-27-2009, 04:13 PM
Hey all, i'm going to attempt to forge an MLG version of Snowbound for the '09 season. I don't think it's been done before and I think if the spawns etc. were fixed Snowbound would make a great addition to the circuit, it's really different from all the other maps with a wide open battlefield up top and an underground labyrinth for close quarter combat below. It'd definitely make a great slayer and CTF map and it could possibly be tried for koth and maybe even ball. I think there's a great potential for some really exciting setups and strategies at pro level and I dunno about anyone else but i'd love to see Snipedown taking faces with a beam rifle :D
Anyway was just looking for any ideas or suggestions. I'm undecided whether removing shield doors would be a good idea, it's so easy to nade into bases and underground without them. That's probably the biggest decision to make. I know there's a way of blocking some of the doors without using Boundless and losing them all but can't remember where I read it, anyone know?
Other than that I'd keep the main spawns at red and blue base with better placed spawns and spawn areas to try and prevent the spawn massacre that is normal MM snowbound. Secondary, emergency spawn areas will be located bottom middle and in the rocks over by the tunnel.
I'll probably stick with just 1 beam rifle, located on the ledge above the main doors prompting a heated battle at the start of games over control of it as a good sniper can easily force the other team underground. OS & camo will be removed and replaced with maulers and obviously ghost/mongoose will go.
For CTF i'll put the flags on top of the bases rather than behind allowing for clutch flag stops, likewise on KOTH a hill will be on top of each base with another in the bottom middle area (I'd probably want the main door shield gone to allow for hill nading in this case).
Anyway i'll get some screenies up as it's coming along and check back here as i'll need to run some 4v4 tests soon enough - GT: JSkillZZZZZ (that's 5 Zs) I realise people's opinions on Snowbound/Boundless is pretty divided but I think it'd bring a really unique map to the circuit and add a whole new dimension of gameplay to tournaments and matchmaking alike. If I can do a decent job of fixing spawns and generally neatening it up I think there's a decent enough chance of it getting on as MLG don't want too many foundry maps in their playlist.
Peace.
Anyway was just looking for any ideas or suggestions. I'm undecided whether removing shield doors would be a good idea, it's so easy to nade into bases and underground without them. That's probably the biggest decision to make. I know there's a way of blocking some of the doors without using Boundless and losing them all but can't remember where I read it, anyone know?
Other than that I'd keep the main spawns at red and blue base with better placed spawns and spawn areas to try and prevent the spawn massacre that is normal MM snowbound. Secondary, emergency spawn areas will be located bottom middle and in the rocks over by the tunnel.
I'll probably stick with just 1 beam rifle, located on the ledge above the main doors prompting a heated battle at the start of games over control of it as a good sniper can easily force the other team underground. OS & camo will be removed and replaced with maulers and obviously ghost/mongoose will go.
For CTF i'll put the flags on top of the bases rather than behind allowing for clutch flag stops, likewise on KOTH a hill will be on top of each base with another in the bottom middle area (I'd probably want the main door shield gone to allow for hill nading in this case).
Anyway i'll get some screenies up as it's coming along and check back here as i'll need to run some 4v4 tests soon enough - GT: JSkillZZZZZ (that's 5 Zs) I realise people's opinions on Snowbound/Boundless is pretty divided but I think it'd bring a really unique map to the circuit and add a whole new dimension of gameplay to tournaments and matchmaking alike. If I can do a decent job of fixing spawns and generally neatening it up I think there's a decent enough chance of it getting on as MLG don't want too many foundry maps in their playlist.
Peace.