Out of interest did I miss any major ones in my list?
Out of interest did I miss any major ones in my list?
similar time to point from spawns for attackers and defenders (old towers fail this with A point in the tower)
infantry cover from aircraft/vehicle spam around point
hard to camp spawn rooms
vehicle terminal able to be destroyed by attackers to prevent defenders pulling vehicles (old Biolabs fail where defenders could pull a vehicle and knock out Sunderers at the base of the energy lifts)
attackers should not have to turn their backs to the spawn room to move to the capture point (Tech Plants still fail this)
I'd say you hit most the overarching beats.
In addition to your last note, you should try to keep spawn rooms off the lattice attack lines altogether so that players who don't know any better don't park Sunderers right next to spawn rooms, and that getting to the Sundy spots feels natural when rolling up to a base. An example of this done wrong is a base like Jaegar's Fist, where the po...
Read moreYou may have missed when I mentioned this, as it was a long stream. But the intent of the stream was not to create new bases, or alter them drastically. We were targeting flow issues and cleanup, and the community was chiming in for fun. As /u/Vindicore stated, there are specific guidelines you typically want to adhere to. The example of Jaegar's Fist is that the spawn rooms are in a bad location, and needed to be moved to the other side of the base. We'll have more time for experimentation in future updates, right now we're focused on making the Esamir lattice better, and correcting some egregious design flaws with the existing bases.
Looks like the map images weren't regenerated?
Generating the map is the very last step. It takes a while and is easier to do once all map changes are final.