Marik wrote:Well what about making a simple thing like change the respawn time of the weapons for all gametypes.
Like Laser highest respawn time
then grenade
and then shotgun.
dunno if their is a difference in health/armor respawn and weapon respawn times
but maybe make armor respawntime higher than health too ?
It´s like adding a little bit more value to all items and their ammo. Maybe this will decrease the often occuring spamfest too.
KISS-wise all weapons should have the same respawn time, but it could be indeed a tad higher. Instead of different respawn times there should be different amounts of weapons and different risks for taking them. Ie. on a 4v4 map you can put shotguns on multiple easily accessible locations, but have only 1-2 rails and put them in hard-to-defend places that are a bit out of the way. A good example of this is dm2.
Actually, dm2 has many qualities of what would be a good TDM map in my opinion, and if I wasn't so busy with schoolwork I'd learn using the mapeditor just to rework it a bit. The upper side is stronger as it has positional advantage, laser and the now hopefully deadly katana, but it hasn't got much resources apart from a few weapons and some health. This means you must also visit the lower, weaker side to get some armor and more weapons. On the lower side you can stack up on armor and weapons to push towards the laser (a fairly easy steal as it's out of the way) and katana.
What could be made differently is the katana room (too easy to spam-defend as there are only 2 narrowish exits) and general movement and flow. Maybe more stuff would come up with playtesting, but that would require decent people willing to play totally new stuff instead of endless ctf2. And that is very unlikely, if the community is still anywhere close to how it was in my active days.
Failuree @ Quakenet