Sat Sep 06, 2014 12:58 am by sky_lark
8. Turret placement can often make or break a level. In a flag-based mode, try to place turrets in a base but not directly on top of the flag. A good placement would require the enemy to pass by a turret on their way to the flag. This ensures they are vulnerable when going to the turret and vulnerable when going away from the turret. A turret stacked upon a flag is only going to make an enemy player vulnerable for the few seconds they are in range before escaping with the flag.
Turrets that are outside a base but in an enemy's direct line of escape are also quite useful. An enemy may not destroy these turrets on their way in, then be subjected to their fire on the way out.
Turrets can be used to block travel too. This is most useful for engineer: Try placing a turret on a wall inside a bottleneck. Enemy players cannot bypass the bottleneck without destroying the turret, so it acts like a laserbeam that can fire back. In a level design context a turret that may hamper the enemy's travel can be very effective. Just make sure it is not overly annoying for players.
Place turrets at different angles on walls. Turrets with different field and angle of view may defend better in rushed attacks by enemies. However, be careful that the turret being placed cannot easily be shot down by a player poking out from behind a wall or other cover, especially if they are in such a position that the turret does not respond to their proximity.
Finally, and perhaps most importantly, limit the number of turrets are in each base. For a small level, 1-2 turrets is a good number. For a medium level, 3 turrets is sufficient. You will rarely create levels that require 4-5+ team turrets. A good level to look at is Capture01. Check out how it uses turrets sparingly and cleverly. Remember that it is ok to add a few more neutral turrets.
Thoughts? (It's ok to break from the numbering sequence in this thread so long as discussion is relevant and worthy of posting.)