Entrenched 1.3
I realize these updates haven't been for everyone, but I want to make sure the GAF customs group knows about them for our games tomorrow.
In addition to the changes I mentioned on the last page, I've done the following:
- Added four more spawns to each base
- Replaced the plasma grenades on the outer wall with a regen
- Replaced spike grenades with plasma grenades
- Added a block below the other two openings in the alley
The goals were to rebalance infantry vs vehicle combat a bit, and provide more routes for infantry to get into the base, as well as making respawns more fair to attackers.
Regen is here, opposite the bubble shield on the other wall:
[]http://i128.photobucket.com/albums/p172/ghaleoneb/Halo/13-outerwall.jpg[/]
They replace a pair of plasma grenades. There were some comments that there's too much firepower concentrated down there, and at the same time infantry is often very exposed on such an open map. Reducing the plasma grenades to just two in each base and then the sets in the alley will help vehicles a bit, I think. And the regen will make flag grabs/bomb plants a touch easier, as well as occasionally saving players caught out in the open. Should make the shootouts across the alley a bit more interesting as well.
Here's the final alley:
[]http://i128.photobucket.com/albums/p172/ghaleoneb/Halo/13-alley.jpg[/]
Tweaked one obelisk to it wasn't tipping over a touch (darn uneven sand), and added a block below the other two openings in the wall. This will slightly reduce the importance of the bridge, but I think it will help over all by adding ways into the base and make each side a little less, well, entrenched.
As for the spike grenades, I read a few people agreeing (about a different map) that having three grenade types on a map to toggle through is a no-no. So while I personally like the variety, I swapped them so there's only plasmas and frags in play.
Final overview:
[]http://i128.photobucket.com/albums/p172/ghaleoneb/Halo/13overview.jpg[/]