[new layout] Unfinished Complex (reworked)

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3Hugger
Community Member
Posts: 242

[new layout] Unfinished Complex (reworked)

Post#1 » Sat 24 Nov, 2018 3:22 pm

Layout: Unfinished Complex
Author: Jan
Layout type: Regular
Location: Altis
Original thread: https://forums.eutw.net/viewtopic.php?f ... 672#p61672

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Last edited by 3Hugger on Sun 25 Nov, 2018 3:18 pm, edited 1 time in total.

Limdi
Donator
Posts: 309

Re: [new layout] Unfinished Complex (reworked)

Post#2 » Sat 24 Nov, 2018 8:23 pm

What are your thoughts on connecting Neo - Beach and Forest - Agi? They are more natural vectors and make it easier to attack the outer edges since losing one point does not mean you are stranded immediately.

Jan
Community Member
Posts: 11

Re: [new layout] Unfinished Complex (reworked)

Post#3 » Fri 28 Dec, 2018 3:26 pm

:cheers:
Limdi wrote:What are your thoughts on connecting Neo - Beach and Forest - Agi? They are more natural vectors and make it easier to attack the outer edges since losing one point does not mean you are stranded immediately.


That's a great idea, the focus would be adjusted to 4 middle points (instead of 2) consequently offsetting choke points.

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Deeelite
Donator
Posts: 654

Re: [new layout] Unfinished Complex (reworked)

Post#4 » Sat 26 Jan, 2019 12:05 pm

I played this rework yesterday: WELL DONE dude, great job!
"When taking part in a discussion, the most difficult thing is not defending your opinion, but knowing what it is in the first place." André Maurois

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