Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: You are too sober to enter.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2013-01-10, 08:58 PM | [Ignore Me] #1 | ||
Master Sergeant
|
I think it would be a cool idea for the devs to build an outpost with a couple landing pads into the side of a huge cliff and have caves that go inside the cliff from the pads and there is tunnels that go through and you have to capture like 3 different rooms inside with the spawn being at the far end of the tunnels.
Anyone else have some interesting ideas for some smaller outpost layouts? Last edited by Methonius; 2013-01-10 at 09:14 PM. |
||
|
2013-01-10, 09:03 PM | [Ignore Me] #3 | ||
Sergeant
|
That is a much too defensible an sensible idea. How will the liberators farm their kills with an outpost designed like that? This outpost will only make vehicle drivers (mainly Lib pilot/gunners) start protest whine threads about this OutPost design.
I LIKE IT! lets do this! |
||
|
2013-01-10, 09:12 PM | [Ignore Me] #4 | |||
Master Sergeant
|
|
|||
|
2013-01-10, 09:38 PM | [Ignore Me] #7 | ||
Captain
|
Two towers (crown-type airtowers) linked together with bridges.
One tower having the spawn and a SCU where the cap point usually is located. The other tower contains the cap point(s). Aroundd it these prefab base walls with one entry which is protected by a shield gen located in the courtyard. That would be a cool outpost layout. |
||
|
2013-01-10, 09:58 PM | [Ignore Me] #9 | |||
Master Sergeant
|
|
|||
|
2013-01-11, 08:52 AM | [Ignore Me] #14 | ||
__________________
"Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms |
|||
|
2013-01-11, 09:16 AM | [Ignore Me] #15 | ||
Staff Sergeant
|
Hahaha. Nice.
Anyways, something I thought was a bit strange was level design in general. It seems like a lot of level design in PS2 feel as if the developers are being cautious about being too unique. It feels as if they're cautious to make anything TOO drastic or outlandish which kind of makes everything feel very bland. There are some bases in the game that kind of do stick out as being unique and cool, but I think this game in general could use more dramatic layouts...Vanu Archives, for instance, would be one of them...the Indar Crater being another. The terrain of each continent, to me, is more or less logical and makes sense but the actual outposts, facilities, etc...are kind of 'eh' to me. Then again, I guess thats what you get with modularized habshacks. Last edited by RykerStruvian; 2013-01-11 at 09:18 AM. |
||
|
|
Bookmarks |
Thread Tools | Search this Thread |
Display Modes | |
|
|