The major downside to this is that it lost a lot of the FTDM flavor, with a total death count of seven, and no stolen flags. Necessary steps here might be giving up some of my sacred cows from Team Fortress.
The Good
So what worked? Well, it definitely had the feel I was going for! Watching the match, it felt a lot like watching a Team Fortress game with D&D characters instead of TF classes. The items I thought actually worked pretty well - they were a big part of the TF feel I just mentioned. The Rocket Launcher and the Turrets did exactly what I wanted, and the skill riders seemed to work well. I designed the flags to be difficult to capture, and... they certainly were.
The Bad
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The passage to the flag was too long, given the fantastic defense both teams were pushing. Same with the underwater passage. As for the items, watching one guy gather every "don't-kill-me" item was a little frustrating in what is first and foremost a deathmatch. Also, adding what are essentially TF "classes" on top of D&D classes is somewhat redundant.
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Another interesting artifact of the map design was that with spawn rooms (which in TF, are utterly safe from enemies), there's the possibility of "spawn-lock" as brilliantly evidenced by Team Rock Band's webs.
The Mods
Hopefully, I'm not going too far in easing the flag capture, but it's the keystone, ya know? We're looking at multiple incremental changes. First, as a major tenet of all FTDM maps, we want the map to be smaller. By removing the spawn rooms, I've tucked the flag room and water passage closer to the action. I'm also going to reduce Throw to a Minor, and make it a Minor to take the flag from a team member.
So I have three different thoughts on the items:
• The one issue I personally had with the items can be fixed just by switching them up. Remove the three "don't-kill-me" items, reduce them to eight items, and add - get this - the Translocator from Unreal Tournament. David Flor (@brainclouds) has a map in the works, and I'm not ashamed to steal a couple ideas from it. Also, as iconic as the backpacks are to Team Fortress, everyone was picking one up on spawn - might as well just give them out at spawn a la E2M2 or E7M1.
• Remove them entirely. As it turns out, the dungeoneers already have a class, powers, and a focus - no real need for TF classes on top of that. Boost the strategy in a game very focused on tactics.
• Leave the 'packs, but give generic, over-the-top, and transitory effects. Examples: +10 damage on next damage roll; +5 to next attack; +5 defense against next attack; etc.
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Spreading the spawn points around a bit should prevent spawn-lock, but there's a power Jon and I tossed back and forth that would also work: Who's House? My House! - where as a standard action, anyone can dispel an adjacent zone in their base. Hopefully with the updated map that won't be necessary, but it's still in the back of my head.
You'll see all of these changes... soonish on the map page itself. But hey, if anyone has any thoughts, criticisms, ideas, etc - comment, comment, comment!
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