[quote=&quot;Aim_This_Way&quot;]
anywho, there was a huge cry during Atari Tank Plus last night about the deemer spam in it.. and i had the thought.. what if there were a weapon locker in the sky, just below the portal that you fall through when at the top of the ramps?  that way ppl aren't running out to the center locker grabbing a deemer and firing, but they actually have to work a little bit to get to one, ya know?  that way you get to keep your locker full o'deemers, and the map gets (in theory) less deemer spam?[/quote]

When I was working on that map that's one of the things I'd tried out actually.  You would have to fall perfectly straight down to get it unless you put it right on the portal up top.  I didn't like it.  Didn't like having a deemer floating in the air although putting it lower would make people try and get it by jumping and that could be amusing if you keep it just out of reach.

Another thing I played around with was having a block/volume/whatever of air that had zero gravity up high.  You'd fall through the portal at ceiling then float - the dimensions of that was such that that block/zone would fit inside of the area defined by the L shaped blocks and it was tall enough that you could move yourself up and down a bit without falling out of it.  But this too was just kinda iffy.  It was neat but I didn't think people would like it - not sure it would really add much usefulness to gameplay/strategy.

One thing that got changed (I think - what he fixed shouldn't have changed this at all though) in the process of emac fixing whatever was wrong with it that I couldn't figure out is how far you can jump off of the damn jump pads.  There's a tiny ledge that runs all around the wall and I had it the perfect height so that you could get onto it by hitting any jumpad then use a boot jump.  The jump pads in the spawn area you would hit them and go towards the back wall where the tiny ledge is a little lower than it is down the sides of the map... this ledge thing was why I wanted more air control and higher jumps off the pads.  It could be that when actually playing it's too hectic for me to get my jump just right to land on that ledge but I've never seen anyone else do it either.  It might be necessary to come off your board, land on the pad and then boot jump... I forget now.

Anyhow... less deemers = less fun IMO.  Stupid deemer respawn that takes 90 seconds or whatever is for pussies!  The middle of this map has always been the biggest danger zone.  On crappy h3d version the middle of this map was a death zone.  Really hard to get to the locker in the middle.  You have snipers, stingers, linkers and tank rounds to worry about if ur going for the middle.  Let's say we put that deemer up high so u get it when falling.  Deemer might actually be easier for more than one person to get it at once because they are better protected from of the weapons fire once they get into the tunnels.  There's also the damage you take from the fall - makes you weaker when you land and an easier kill - could lead to deemers lying around in the middle so no different than the way it is now.  Hell you could put deemers at the top of the tunnel too... then they'd have to be able to fly them out of the tunnel to be of any use or go thru the portals to fall to middle... I like it being on floor of middle tho :/

I would agree that with maybe 6 or fewer per side the deemers are overkill but I think good balance for full server with 10+ per side :)

If I were to add anything I think it might be more tanks. 2 tanks per side.  Would be cool if you could delay the spawning of the 2nd tank so when map starts you have one tank then 30 or 60 sec later the 2nd tank appears.  People would bitch about this too though.  They bitch about everything.  Would put blocking volume back so you can't park a tank on the flag though if you had 2 per side.

Never seen anyone actually do it in a game... but you can put a tank into the &quot;garages&quot; under boots on the map ;)