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TimestampWhich tower style did you like the best?Which shields did you like best?Which generator room did you like the best?Which terrain did you like the best?Which turret setup did you like the best?If you had to choose one version of Bella Omega to bring back, which one would you choose?Any other feedback?Explaination of tower choice (optional)Explaination of shield choice (optional)Explaination of generator choice (optional)Explaination of terrain choice (optional)Explaination of turret choice (optional)

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12/19/2012 9:26:47"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 9:30:42Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/19/2012 9:31:36Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padI didn't like any of themTurrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)It wasn't as good as people remember it. Terrain was the main issue with Bella. Never really did find a decent variation.

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12/19/2012 9:31:37Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topNo shields1st-floor, single room next to contuitLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 1 (2-room generator, flat-ish terrain, single enclosed tower structure, no shields)

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12/19/2012 9:32:58Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topNo shields2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitI didn't like any of themTurrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 9:35:56Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator active1st-floor, single room next to contuitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)I didn't like either configurationVersion 5 (single-room generator on ground floor, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 9:39:39"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 9:40:50"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padI didn't like any of themTurrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)The biggest problem with the terrain is that the sniper could see everything. There needs to be a few higher hills/LOS-blockers so the sniper can't see everything on the map at once.

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12/19/2012 9:41:09Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topNo shieldsLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 9:41:38Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/19/2012 9:42:43"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorI only voted for the Split Towers and 2 shields option.

I don't remember enough about anything else to give a fair opinion.

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12/19/2012 9:47:51"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 9:52:06Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 9:53:40Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 9:53:52"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator active2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitLow rolling hills, mainly leading into 1st-floor of towerTurrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 9:57:34"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 10:03:30Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/19/2012 10:03:47"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 10:03:48"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generator2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitLow rolling hills, mainly leading into 1st-floor of towerTurrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)Please make sure it supports Blitz as well that mode needs maps. The second version had great defense from the 4 turrets, but it was open enough to make grabs. Back to front has to be controlled. The single room next to conduit was just too much of a meat grinder.

Between the other two I can't really remember that well anymore. But giving some space to infiltrate would be nice.
Make flag grabs difficult, but travel creative and fun. Turrets on surrounding hills are a pita to repair, don't really cover the flag.

Turrets near flag stand would at least receive regular repairs and reduce the enemy team dominating the flagstand

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12/19/2012 10:07:28"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padMostly flat with scattered bowlsI didn't like either configurationVersion 1 (2-room generator, flat-ish terrain, single enclosed tower structure, no shields)

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12/19/2012 10:07:47"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generator1st-floor, single room next to contuitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 5 (single-room generator on ground floor, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 10:08:19"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 10:13:56"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 10:22:01"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generator2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitMostly flat with scattered bowlsTurrets spread out around base on surrounding hillsVersion 5 (single-room generator on ground floor, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 10:27:53"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 10:28:11Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 10:29:32Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padMostly flat with scattered bowlsTurrets spread out around base on surrounding hillsVersion 1 (2-room generator, flat-ish terrain, single enclosed tower structure, no shields)

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12/19/2012 10:32:16Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 10:34:50Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)I'd want back shields like Permafrost, allowing back to front routes if the opposing team is willing to work for it.

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12/19/2012 10:39:29"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 10:39:58"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floorNo shieldsI didn't like any of themI didn't like either configurationVersion 5 (single-room generator on ground floor, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)remove gen, disable anything that needs a gen (TCN turrets, dropjammers, forcefields, etc)remove turrets

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12/19/2012 10:43:22"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floorI didn't like any of them2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 1 (2-room generator, flat-ish terrain, single enclosed tower structure, no shields)

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12/19/2012 10:46:17"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 10:46:55Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 10:52:43Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeI didn't like any of themHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)- front to back shields - also floor shield tied to genoriginal was fun for large numbers - but for competition - this game is made for 7v7 making the gen room WAY too large. Maybe if you integrated a more detailed game that really allowed for naked spawn - then more numbers would make the original great for comp.

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12/19/2012 10:54:47Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topNo shields2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 10:56:09I didn't like either of them2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator active1st-floor, single room next to contuitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/19/2012 10:56:52Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padMostly flat with scattered bowlsTurrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/19/2012 10:57:57Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)video gamesThe terrain changed between iterations? I DIDN'T KNOW THAT.Turret cluster was CANCER.

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12/19/2012 10:58:14Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 10:59:26"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 11:00:56Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/19/2012 11:05:31Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topI didn't like any of themLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)I didn't like either configurationVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)Bring back Bella Omega!2 shields tied to generator (opened when generator destroyed, conduit has a shield and door which closes when generator is down for base owners to have a harder time getting to the generator to clear it.Turrets move on a ring outside of tower, ever rotating, ever waiting for prey.

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12/19/2012 11:06:12Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topI didn't like any of themLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)I didn't like either configurationVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)Bring back Bella Omega!2 shields tied to generator (opened when generator destroyed, conduit has a shield and door which closes when generator is down for base owners to have a harder time getting to the generator to clear it.Turrets move on a ring outside of tower, ever rotating, ever waiting for prey.

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12/19/2012 11:07:07I didn't like either of themNo shieldsLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)Base top level needs to be accessible, stand needs to be open enough for mid-range projectile attacks, closed enough to be defensible given the many angles of attack possible.

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12/19/2012 11:07:37"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generator2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 11:08:09Version 1 (2-room generator, flat-ish terrain, single enclosed tower structure, no shields)you asked a simple question for your poll, "which version of Bella Omega did you like best". Then you give these multiple questions?

VERSION 1
you asked a simple question for your poll, "which version of Bella Omega did you like best". Then you give these multiple questions?

VERSION 1
you asked a simple question for your poll, "which version of Bella Omega did you like best". Then you give these multiple questions?

VERSION 1
you asked a simple question for your poll, "which version of Bella Omega did you like best". Then you give these multiple questions?

VERSION 1
you asked a simple question for your poll, "which version of Bella Omega did you like best". Then you give these multiple questions?

VERSION 1
you asked a simple question for your poll, "which version of Bella Omega did you like best". Then you give these multiple questions?

VERSION 1

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12/19/2012 11:09:21Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topNo shieldsLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 11:11:40"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets clustered around flag stand on towerVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 11:13:17"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)I didn't like either configurationVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)Put the shield along the b2f instead of s2s. Shield instead of doors because it lets the defenders see more of the map.Get everyone to shut up about underground bases. Pubstars are happy, comp people don't care.More hills = more speed and more routes.Fuck turrets. If you need them option 2.

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12/19/2012 11:15:54"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 11:17:57"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generator2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsNeeds a more exposed flag stand to prevent 35 min 0-0, but split structure is much uglier than single structure...Shields blocking direct BTF routes. Doors would be cool.Complex gen room is fun in pubs but unnessesary in comp. Too fun and all pub bella will degenerate into gen back and forth.Turrets close to stand are too easy to repair/keep up/ defend/ kill attackers while they are taking down turrets.

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12/19/2012 11:18:38"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)I preferred the exposed flag stand, but it wouldn't matter much to me what was used here.This was my favorite generator room in any map. I would be really disappointed if this didn't come back.

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12/19/2012 11:27:03Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generator2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 5 (single-room generator on ground floor, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 11:28:02Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator active2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 11:41:00"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 11:42:02"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 11:42:20"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 11:50:20Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 11:52:38"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generator2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 11:52:45Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 12:04:45Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)I didn't like either configurationVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 12:08:26"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 12:09:56"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)Split. More open, less like permafrostMake cap routes and offense difficult, a reason to worry about gens

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12/19/2012 12:11:44"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floorNo shieldsLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)Version 4 minus the forcefields!The enclosed flag stand combined with the huge height advantage tilts everything a little too far in the D's favor. Obviously the D will always have the height advantage on this map, but having a more exposed flag stand should help balance it out.If there are shields there will inevitably be gen play, if there is gen play there will inevitably be D stacks(If you want a TCN on D you need to pull a 4th player back, sniper/HoF/chaser are too valuable to switch into TCN). D stacks are already killing the comp community as it is, we need to be discouraging them not encouraging. There should always be multiple entrances to a gen room to alleviate camping/deployable spam.(Disclaimer: I am a DEFENSE player, this is not bias)
The less energy the O has to spend to get to stand the better. If the O have to use all their energy getting to the flag they will be unable to duel the defense out and the clear will never happen. Sure there's a conduit but conduits are death traps in comp.

Look at maps like Stonehenge where it is a constant uphill battle to the flag, it is the SLOWEST map in comp, rarely seeing more than a couple caps a game and always taking the full 25 even with an O stack.
Turrets around the flag stand make it too easy for a TCN to repair the turrets while still defending the flag and gens. If a TCN wants to keep base turrets up he should have to move away from the stand/gen, there should be a choice there where the player has to weigh the risks and assess the situation. Not just herpderp repair everything all the time and still b able to thump stand.

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12/19/2012 12:14:29Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/19/2012 12:15:25"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 12:16:39"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floorI didn't like any of themLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 12:18:19"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 12:22:27I didn't like either of them2 shields tied to generator1st-floor, single room next to contuitI didn't like any of themTurrets spread out around base on surrounding hillsVersion 1 (2-room generator, flat-ish terrain, single enclosed tower structure, no shields)I'd say extend the creativity wall, don't make back to front's easy and don't make it so sniper is rolling any capper coming in from 500 sanics away and I could care less about which version comes back.

whichever one doesn't give the sniper ALL DA POWAAAputting them too close to flag on the base stand allows for tech D stacking and would be ridiculous

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12/19/2012 12:25:03"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator active2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 12:25:44"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floorNo shields1st-floor, single room next to contuitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 5 (single-room generator on ground floor, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)I'm a genius.Cappin'
I'm a capperSometimes play as an infiltratorKinda suck at skiing Best would be no turrets

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12/19/2012 12:26:08"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 1 (2-room generator, flat-ish terrain, single enclosed tower structure, no shields)

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12/19/2012 12:27:10"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)The shields should block back to fronts.

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12/19/2012 12:28:12Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)I didn't like either configurationVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 12:33:43Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 12:42:20"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/19/2012 12:43:15"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floorI didn't like any of them1st-floor, single room next to contuitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 5 (single-room generator on ground floor, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)glad to see a survey like this, hope the feedback is well understood.
Thanks! Glad to see the recent development we need maps! Now!

Give us a map editor!!

We don't even need to be able to download the maps through the game, I have no problem finding them online !

Thanks again!
With only two shields there is a lot of openness to this map that I feel hinders pub game play. Many players defend the generator vs the flag leaving the stand empty.

Two large (same size) shields on the front to back with 1/4-1/2 size shields centered on the left to right route. This will promote player movement on D side and still allow routes across corners and sides with the gen up..

At the same time it gives a somewhat more enclosed feeling to the flag stand which may promote stand dueling.
single (gen+entry+connecting) room "indoor gen arena":

like this: http://i.imgur.com/UbYDV.gif
allowed more players easier access to the flag stand and prevented stagnated play.encouraged more long range spam and mortar play with chance to damage players.
forces defending players into the LD position to prevent mortar spam

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12/19/2012 12:44:26

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12/19/2012 12:47:56"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator active2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 5 (single-room generator on ground floor, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 12:48:12Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)I didn't like either configurationVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)turrets promote defensive gameplay

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12/19/2012 12:48:42"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)Great indoor varietyI'd do this but with a bit more varied hills. Still gentle, but more varied.More varied attacks.

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12/19/2012 12:51:52"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 12:52:34"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)You got a great game here - congrats folks.
Does need more maps though.
Nice change of pace to the gameplay

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12/19/2012 12:53:08"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generator2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 12:53:54Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)I didn't like either configurationVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)Defensive orientation, emphasis on generator.More tactical requirements over 2 shields. This is most like the gen rooms of T1 and T2Allows more variation of flag routes, also has a higher skill cap.With the defensive nature of the previous choices, I would like no turrets. The structure is defensive enough.

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12/19/2012 13:02:29"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padI didn't like any of themTurrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)I didn't play the split version as much as the original, and actually preferred the original back then. However, with the metagame changing to be much more defense-oriented, I think it's important that the flag stand be reasonably open. The split structure has a similar openness to the current iteration of Temple Ruins, which isn't a wildly popular map but I feel has the right level of balance between defense and offense around the flag stand.

Disclaimer: I play LD.
The best part was the way that the "ground" disappeared when the generator went down. I think this is a feature that should remain - I like the idea of the HoF being very impaired when the gen is unavailable, rather than just losing his forcefields.It's important that there are two entrances to the generator (I think every other map has at least two now?). I imagine that the people that complained about this setup said it was too complicated - this is just a transient problem, playing a few games gives anyone the chance to learn the layout. The size of this area gave infs lots of freedom to move around and harass the defense.Again, the metagame has changed somewhat and sniping has become very important. I think the terrain will need a fairly good overhaul to address that, though crossfire demonstrates that you don't need massive hills everywhere. Having all the turrets in one place makes the engineer's job too easy. Spread them out (again, like on other maps).

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12/19/2012 13:13:09"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generator1st-floor, single room next to contuitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 5 (single-room generator on ground floor, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)open structure promotes more flag play, isn't claustrophobic, has better visibility for both defense and offense, harder to clog up with d-stacks.nice incentive to keep the gens up but not enough that it is mandatory to win.Promotes more flag play than generator play.More options for routes and getting onto the base is good for offense and prevents the defense from shutting down the otherwise few options one would have for getting on top.

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12/19/2012 13:15:05Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)Any of these terrains would benifit from some large objects thrown in to kill line of sight across entire map...Sents should not be able to snipe flag to flag from spawn points.

fog? could work if not overridden by graphics settings.

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12/19/2012 13:20:52Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topNo shields2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 1 (2-room generator, flat-ish terrain, single enclosed tower structure, no shields)I never played Bella, but I think it's desperately clear WE NEED MORE MAPS.Limiting cappers with certain entries is more conducive to ordered played, as I see it. Maps with open stands (drydock) sometimes proceed with terrible O-stacks filled with copious amounts of e-grabs, llamas, etc. I'm not typically a fan of repeated flag crashes.On a large map in a game where defense is innately easier to setup for, I think any benefits gained from the generator are a (generally unneeded) buff to defense.GOTTA GO FASTBase coverage > flag coverage. I feel the generator should typically gives an overall indirect objective advantage.

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12/19/2012 13:26:03Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)existing maps don't have enclosed flag stand. would bring some variety into the map pool

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12/19/2012 13:30:09Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 13:30:56Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 13:35:40Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/19/2012 13:45:21Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 13:47:15Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/19/2012 13:48:33Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/19/2012 13:53:53Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)Limited LoS for defending players, unless they left the stand, in which case the flag could be taken. Harder to shell with jugg.I liked the Forcefields that were up when the gen was although i feel as if it would be better if they blocked front/back as opposed to the sides.with more than 1 entrance it was easier to sneak up on people defending it.More routes available (maybe add more rocks with next rock physics?)
far too easy to repair turrets when they were on the stand, far far too easy.

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12/19/2012 13:56:18Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topNo shields2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 1 (2-room generator, flat-ish terrain, single enclosed tower structure, no shields)I wish we could get version 1's towers with version 5's hill design.The original towers I remember being the most fun, the shields just made it too easy to turtle up.Shields added to much to the defenses. made the game uneven.I liked the latest versions rolling hills, it was just the clustered turrets and open flag that didn't work as well.

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12/19/2012 13:59:16"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 14:11:00Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 14:16:55"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floorNo shieldsLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)I didn't like either configurationVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 14:19:14Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topNo shields2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitMostly flat with scattered bowlsTurrets spread out around base on surrounding hillsVersion 1 (2-room generator, flat-ish terrain, single enclosed tower structure, no shields)

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12/19/2012 14:22:44Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/19/2012 14:32:55Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)Please have it to stop back to fronts rather than side routes!

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12/19/2012 14:44:37"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)Let's be real, everyone hated Bella. Everyone groaned whene it came up in the rotation. People fled the server. But I think people are better at TA now, and can play it better, and will enjoy it now. The split tower had more area around the flag, and there was always more attention given to the flag in this iteration of Bella. And the single structure was difficult to HOF because you couldn't stand on the flag because it was in the conduitThe gen being down didn't just open up routes, but opened up some good mortaring spotsThe complex basement was the best. Greatest gen wars in all of Tribes. This map always reminded me of early Legions. Higher terrain allowed better speeds after spawn and also easier access to second floor of tower to fight over the flag instead of just the genTurrets clustered around the stand was the WORST THING EVER! In the final iteration, they were so close to the edge of the platform that tehy would blast people going after the gens while they were standing at the door to the basement. Likewise, a cheeky technician that sneaks to the flag stand if it's being camped by the enemy O could get a turret up and blasting in short order. It was terrible.

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12/19/2012 14:51:40Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topNo shieldsLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)Increase the distance between the bases by 2, but keep low rolling hills.

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12/19/2012 14:54:23"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 14:56:11Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 15:00:02"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator active2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitI didn't like any of themI didn't like either configurationVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)Tight enclosed spaces are spam city, especially if there is a flag around. Keep it open it up to encourage movement and reward more accurate shots.Hard choice as shields in is better for larger numbers/pub play, but no shields will make it more likely to be played in comp.Don't want it so big 10 guys can hide down there, but also want it to be complex enough to be rewarding if defended well - no choke points.The terrain never really worked & was always the maps biggest failing (yet the base got most of the attention between changes?!)

It needs greater variation in gradients and more generous bowls for speed generation around the edges.
Turrets spread around don't really last long or have much incentive to be repaired if they are miles apart, but turrets clustered make it too hard to clear flag without gen being down. It should be a mix of the two, not "all or nothing".

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12/19/2012 15:04:00"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)The floating structure stand is better for comp. The first iteration tower would be too hard to attack, especially with the sniper on top, impossible for the offenese players to get up there.The bigger the better as it becomes harder to defend. Might be bad for public servers because it will end up in gen party. For comp though the 2 entrances are perfect. Only one entrance can be annoying for O players."Turrets clustered around flag stand on tower" was really bad. It was a nightmare to attack against a team having the generator up. They have to be spread around the stand.

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12/19/2012 15:06:35"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generator2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitLow rolling hills, mainly leading into 1st-floor of towerI didn't like either configurationVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 15:10:44

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12/19/2012 15:13:11Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generator2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 1 (2-room generator, flat-ish terrain, single enclosed tower structure, no shields)

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12/19/2012 15:18:10Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerI didn't like either configurationVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 15:21:52Large complex basement with several rooms and hallways, entrances from conduit and vehicle pad

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12/19/2012 15:24:59Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generator2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 5 (single-room generator on ground floor, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 15:36:31Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 15:45:22"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)I didn't like either configurationVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)Shields to block back-to-front routes please. Maybe have that AND smaller side shields, restricting side routes too.Some type of middle ground. Not too far away to be impossible to keep up, but not jammed together in a small area like the flag stand either.

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12/19/2012 15:49:25Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padI didn't like any of themI didn't like either configurationVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)Bella is/was a bad map, its only saving grace being the genroom which made for some amusing CTG games in pubs.

Spare the trouble and actually make a good map from scratch instead.

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12/19/2012 15:49:31"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 15:49:50"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generator2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)I didn't like either configurationVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 15:52:10"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 15:54:45Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generator2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 15:57:13"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padI didn't like any of themTurrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)the lesson of bella is do not remove things, even if everyone hates them. nostalgia and vocal minorities will make your life hell.more route options is good.change them to block back to front.really fun gen. changing it is what completely killed the map as that was the only part people really enjoyedthey were all way too easy to snipe cappers on but at the same time awkward for chasing. needs more hills for cappers to safely set up behind.all on stand was so powerful in a d stack.

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12/19/2012 16:06:17"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)I preferred the challenge of the exposed stand from a defense perspective. Keeping it enclosed with 4 entrances meant 2 DMB's could setup FF's to block the entrances (or at least a large portion of the entrance) and therefore making defense quite a bit easier.The fact that a destroyed gen REALLY made the flag vulnerable on all sides was a nice mechanic. Made Gen-D more important and made games more exciting since the flag D didn't always have watch only 2 directions.I chose spread out simply because it would be better against heavy offense mortar lobbers.

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12/19/2012 16:11:49"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 16:13:54Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 16:13:57"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)stopped cappers and crashers from going in easy.

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12/19/2012 16:15:15"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)Flag stands should be extremely far apart. Like Temple ruins size map but further flag-stands.

Nice looking architecture would be nice, very large and tall monument/building for the flag-stand with intricate detail and many different sizes of many different rooms (for inventory stations, vehicle pads and repair kit etc.)

The bigger the better!
Complex would be cool :DHigher hills means faster and better routes :D

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12/19/2012 16:15:25"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 16:24:53"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padMostly flat with scattered bowlsTurrets spread out around base on surrounding hillsVersion 1 (2-room generator, flat-ish terrain, single enclosed tower structure, no shields)

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12/19/2012 16:26:13Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topNo shields1st-floor, single room next to contuitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 1 (2-room generator, flat-ish terrain, single enclosed tower structure, no shields)

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12/19/2012 16:27:04"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 16:34:16Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets clustered around flag stand on towerVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)Bella was awesome. Although the first versions didn't look like "desert at night" and more "foreign snow world", I must say I like the snow map look better. The really yellow sand looked like someone peed in snow (no offense!)

THANKS for bringing us more maps!
Open tower allows for 'cowboy' caps. I very much like TEAM based caps like you had on snowblind -- fly in, grab flag, flag toss out.Doors are cool - they're a throwback to Starsiege:Tribes where you had the lifts that went up and down.
The only thing I didn't like about the complex basement was the vehicles-in-basement. The complex basement allowed multiple avenues of attack for the generator which allowed the better routes to be opened up.Skilled players had good routes into second floor. Flag should be defensible and not out in the open. By playing it higher, it gives more of a siege feel. Also raises skill limit which is awesome.The 4 turrets in the open tower setup worked because they were MEAN when upgraded to level 4. However, much like the original temple ruins setup, they were disliked by players who felt the generator wasn't important (which is funny, because making the turrets so hard means the gen better go down!). The turrets should defend the base. Plain and simple.

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12/19/2012 16:47:31Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Version 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 16:59:13"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerI didn't like either configurationVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)This map was very fun and it seems like the only reason it was removed (and altered) was because of a very vocal minority. Next time, think more about what your doing before removing content from a game like that. Please bring this map back; it had awesome indoor combat and very interesting bases. It has many features which the current map list lacks and that alone is a good reason to bring it back in any iteration.A mix of a couple turrets near the flag/base (maybe just one) and some scattered further out would be best imo

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12/19/2012 17:12:35"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 17:29:36"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)thx bros, also release bugfix patch pls

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12/19/2012 17:31:13"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 17:38:00"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floorNo shieldsLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 5 (single-room generator on ground floor, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 17:40:49"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floorNo shieldsLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 18:03:07Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/19/2012 18:09:42Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topNo shieldsLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/19/2012 18:10:28"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 18:23:59"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generator2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitLow rolling hills, mainly leading into 1st-floor of towerTurrets clustered around flag stand on towerVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 18:26:16Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 18:27:09"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)Kata, Drydock, Arx and Crossfire are still the only 4 maps that are openly accepted in comp play.

Taking data from this survey could you pretty please make some changes to the flag stands on the unpopular maps.

Stonehenge, DX and Raindance (make the flag platform x2 size)

Perma frost (remove walls from 2nd floor of base)

Add fog to Sun Star similar to DX.

Maybe add some sweet as heck tunnels (like lava ones) that go thru the side hills on Temple Ruins.
If you add front and back shields as well, while leaving small gaps between them in the corners I think that would make a great stand to Defend and Attack.

Good cappers could slip thru with the gen up anyway, but it would take a higher skilled player to execute.

Defenders can opt to depend on the shields or disregard them and if the attacking sides capper can execute grabs with the shields up they can also choose to ignore them, however they will still be there effecting game play like direct crash and LRS denial.
I learned to ski on this map, it kind of evolved with my skill level. :'-]

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12/19/2012 18:29:17Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 18:43:02Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorI didn't like any of themHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 5 (single-room generator on ground floor, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 18:49:31Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 19:02:08Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/19/2012 19:18:26Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 19:43:13Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator active2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 1 (2-room generator, flat-ish terrain, single enclosed tower structure, no shields)

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12/19/2012 20:23:24"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)Version 4 seems to be closest to ideal. Keep the center Blood-Bath Bowl.An open stand reduces effectiveness of "D-stacking" and creates more opportunity for creative cap routes.Only two shields tied to generator makes the generator relevant such that capping opportunity is reduced. However, adding conduit and doors restrictions limits clearing opportunity, making "D-stacking" more effective.A complex basement with multiple entry-points is preferable in order to make generator defense a challenge. Linked with the "2 shields tied to generator" choice, however, generator defense may not be worth the trouble; a field test is recommended with different terrains.Preferably a mix between high and low rolling hills. Cappers may need low hills in the distance for horizontal speed while Offense may use rougher terrain closer to the midfield both for cover and for reasonable arrival times (averaging 20-30 seconds from spawn to crash). Field testing between Cappers and Sentinels is recommended.Turrets that are spread out from the flag stand are more dangerous to Cappers traveling past at high speeds. Spreading out the turrets also requires opposition to have to be more careful in disabling them (either directly one-by-one or by destroying the generator); This can potentially desynchronize.offense with the Capper, giving benefit to the defense.

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12/19/2012 20:31:29Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 20:31:37Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 20:32:52Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generator2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 20:38:07Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/19/2012 20:51:33Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerI didn't like either configurationVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)Please bring back Bella, and consider it for other game types. It was an excellent change of pace and the complex gen room made it my favorite map.

I think it would be IDEAL as a Blitz map, and could also serve well as a capture and Hold map. If you isolated it to just one tower and its immediate area, with the complex gen room, it would also make a very good vertical Arena map.
It supported vertical multilevel indoor combat with the option of "quick outs" if things got too claustrophobic. The door mechanic heightened the strategic depth of Generator defense, and gave offensive base raiding a real role that could change the flow of battle.

I voted for the doors option, but I also think a hybrid doors/force fields option would work well for a blitz version of the map.
The basement generator really made the map a lot more base-raid focused, and led to many interesting parallel battles at the gen and on the stand. However having only one entrance was too defensible.I liked the rolling hills bordering on the flatter terrain, but having a single run off that comes close to the second floor added something too. The overall terrain was better when it was more uniform. However an exception immediately around the tower is workable.It's a simple rule in Tribes, the harder it is to attack the base (flag or generator) the weaker the base defenses need to be to compensate for the defenders architectural advantage.

Seeing as how both the Flag AND the gen were relatively defensible by the players and deployables, especially in the monolithic tower. Surrounding them with many turrets is what tipped the map over the edge and frustrated people (earlier iterations of Temple also had this problem).

A single turret in a reasonably effective but straightforward location is enough.

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12/19/2012 21:01:59I didn't like either of them2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padMostly flat with scattered bowlsTurrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)Conduit top to bottom. Floating platform for the flag. Energy shielding to block vertical enemy passage when generator is up.3 gen driven shields 2 horizontal, and 1 vertical.

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12/19/2012 21:20:22"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 22:00:52"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generator2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 22:10:52"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floorNo shieldsLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 22:25:33Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)The tube running up and down the tower was good for indoor combat and also allowed you to gain more height and thus more speed if you were running from the base with the flag without having previously built up momentum.The doors were cool because unlike shields they block your ability to see out from the sides of the flag room which made it harder to defend. It was also cool because it gave the sense that the generator actually did something more than just power the same turrets and shields that are on every other map. It made bella unique.Complex interiors are good for more indoor combat and generhating.There should still be routes you can take to quickly grab the flag once you're going fast. This provides multiple methods of attempting to capture the flag, for example, you could go kill the generator first, then jetpack up through the tube in the center, grabbing the flag on your way up to the top, then jumping off the platform at the top and landing on a downslope below (a strategy I used time and again when the map was in versions 2 and 3); or alternatively you could use the terrain and build up speed and fly through the flag room, grab the flag, and quickly head back to your base (the strategy used after the flag rooms were opened up in later versions). The idea is that both strategies should be equally workable.

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12/19/2012 23:00:07"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floorNo shields2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/19/2012 23:12:19"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)The four entry-way bella would be too simple to defend. It would be very much like DX, except easier.Same sort of idea we've seen with Sunstar/Perma - taking out the gens gives a bigger advantage without making it incredibly easy to defend/impossible to get through.More places to hide/O. The one room gen room was crap.Flat terrains are boring and sniper-haven.Turrets should be giving overall base defense, not just flag.

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12/19/2012 23:29:11Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/19/2012 23:41:14Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/19/2012 23:52:18Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topNo shieldsLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)Please make projectiles the preferred weapon, not autos. This is Tribes after all, and I don't see enough spinfusors anymore :(I played all versions of Bella starting in Oct of 2011. Open tower was way to easy to defend. Defense is way more powerful now than ever so at least on a closed tower you can fly around it to escape defenders.Defense needs a nerf. The doors made gen wars happen way to often, like what happens on Permafrost nowadays.I liked the original one, with the sneaky entrance by the pad.High hills = go fast! Original bowls were so deep and loads of fun.Original easily..

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12/20/2012 0:35:43Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)I didn't like either configurationVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)I liked the version where generator play mattered! Intense fighting downstairs.IF we keep the closed stand. We need 1 single turret to the front side of the flagstand and second turret to quard the direct path to generators from base to base.

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12/20/2012 0:51:52Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/20/2012 1:20:36"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/20/2012 1:39:07Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topNo shieldsLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)Keep up the support. Ever since APC became Manager, I felt like this game is about to shine again.

Thanks for everything, and for bringing back the memories.
With the hovering flag. That's something we definitely want to see come back. All other maps have Flag stand tied to the ground, this was the only map with a hovering stand, which also leads to the gen room.

Between No Shields, and the others, wouldn't matter much for me, but I'd still go with No Shield as personal preference.Large complex Tribes 2 like basement. We need more of those.

In my opinion, these are the best gen. rooms. Hard to defend? Well it was never meant to be easy in the first place.

The Drydock Gen was a step in the right direction, and I really like Perma's redesigned gen room. But we definitely need large complex, multi chamber generators, with Generator Shields, where you have to destroy what keeps the Shields powered before destroying the generator! (Tribes 2-like)
Clustered turrets are never good. It becomes too hard to disrupt the defense if they have a TCN who keeps them up.

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12/20/2012 1:52:05Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/20/2012 2:05:21Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/20/2012 2:08:04Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/20/2012 3:35:04Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)Conduit & doors closed when generator active was probably the most interesting mechanic in a map to date, and hasn't been used in any other map.

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12/20/2012 5:20:27Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)The flag is a little too enclosed and difficult to grab in this setup, but, the split structure was just weird and awkward and made the base even harder to assault.The closed doors in the conduit help prevent too much D-stacking because they don't allow defense an easy run of their base when the gens are up, but provide emergency access when they're down, as well as giving the offense more route options.I'm actually torn between the large complex one and the 1st floor, single room next to the conduit.

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12/20/2012 5:25:35"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/20/2012 5:47:54"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generator1st-floor, single room next to contuitLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 5 (single-room generator on ground floor, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/20/2012 5:57:51Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)Do it doc, do it! Bring it back!

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12/20/2012 6:40:48"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padTurrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/20/2012 6:53:20Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topNo shieldsLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)flat maps are op, because of the sentinal class

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12/20/2012 7:05:10Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topNo shieldsLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets clustered around flag stand on towerVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/20/2012 7:12:38"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/20/2012 7:31:42Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topNo shieldsLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/20/2012 12:25:45"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)V4 w/ shields switched to b2f instead of s2s ideal.Switch shields to block b2f instead of side to side.Needs multiple entrances to prevent camping gens like early RaindanceToo many turrets near flag encourages d-stack :(

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12/20/2012 15:23:13"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator active2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/20/2012 18:07:17Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hills

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12/20/2012 18:27:13I didn't like either of themI didn't like any of themI didn't like any of themI didn't like any of themI didn't like either configurationVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/20/2012 18:30:25Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator active2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/20/2012 18:56:33"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/20/2012 19:48:05"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floorNo shieldsLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerI didn't like either configurationVersion 1 (2-room generator, flat-ish terrain, single enclosed tower structure, no shields)Easier to defend but provides more cap route optionsMore complex Gen layout provided more interesting gameplay.Both setups made turrets easy to destroy which limited the usefulness of the turrets.

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12/20/2012 21:18:03Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/21/2012 1:28:51"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)Version 4 best version, make shields block b2f instead, turrets should be on hills and not on stand.gimme dat Dstack in the closed one yah, so no, make it spammableb2f blocked pls yah, s2s open alwaysthe big one before they removed it and made a small genroom which sucked. Not sure if thats the optionBest fo routes, best for O movement. More sniper cover and stuffTurrets out on sorrounding hills would help deter DStacks thsank you.

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12/21/2012 1:37:55Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padMostly flat with scattered bowlsTurrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/21/2012 3:23:17"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets clustered around flag stand on towerVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/21/2012 4:47:57Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topNo shields1st-floor, single room next to contuitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)I didn't like either configurationVersion 5 (single-room generator on ground floor, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/21/2012 12:03:25Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)Please bring back one or more version for custom servers, even if they don't get added to the official rotation. This was the best balance between default flag accessibility and generator importance. This was the most well designed base interior and my favorite out of all the maps. Terrain variation played well with the towers and would further distinguish the map from the relatively flat Sunstar. Midfield played very well in all versions.

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12/21/2012 13:45:12Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/22/2012 0:04:28Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generator2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitLow rolling hills, mainly leading into 1st-floor of towerI didn't like either configurationVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)Turrets are lame remove them

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12/22/2012 2:38:44"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hills

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12/22/2012 7:56:52"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/22/2012 10:35:14Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/22/2012 11:09:10"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)I didn't like either configurationVersion 5 (single-room generator on ground floor, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)They were too close or too nearby, when they were on the stand they were too close and powerful, when they were outside they were useless.
I would place one on the stand and 1/2 in around the base

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12/22/2012 17:04:40"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/23/2012 0:00:33"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floorNo shieldsLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 1 (2-room generator, flat-ish terrain, single enclosed tower structure, no shields)

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12/23/2012 5:39:43"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets clustered around flag stand on towerVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/23/2012 22:55:13Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator active2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Version 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/24/2012 12:43:52Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/24/2012 14:52:18"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)

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12/24/2012 15:26:57Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)I didn't like either configurationVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)Thanks for considering bringing one of my favourite maps back! :]Exposed flag stand had no cover whatsoever, surviving there as an enemy for any useful length of time was totally impossibleComplex generator rooms are more fun than simple ones for all classes and levels of play, mainly fusion mortars and corridors fit together incredibly well, I don't play INF but I imagine it's great fun for them tooBase Turrets in general are very weak in the open and frustrating to fight against when they're all bunched up in a base, it's a fundamental problem with those turrets - outside is preferable but only if they pose a real threat by themselves against moving targets (detonate in midair?)

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12/24/2012 20:43:23Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets clustered around flag stand on towerVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/25/2012 2:36:57Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 shields tied to generatorLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padI didn't like any of themTurrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/25/2012 3:27:32Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topNo shields2 rooms with 2 hallways in basement, one entrance via conduit, generator over pitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)I didn't like either configurationVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)No turrets please!

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12/25/2012 5:38:57Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topI didn't like any of themLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)If I remember correctly, the shields/doors only blocked side to side routes, but left the b2f open. If anything, it should be the other way around, or even better: open to all sides, so it doesn't become too permafrosty.There needs to be a good way for O to reach the flagstand without having to fight through the conduit. Higher hills would also probably give O better covered setup positions. Bella was always rather D-focused. We don't need more overly D-focused maps like crossfire, where it's hard to even start the attack without getting destroyed on your approach.

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12/27/2012 0:20:42I didn't like either of them2 shields tied to generator1st-floor, single room next to contuitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)I didn't like either configurationVersion 5 (single-room generator on ground floor, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)Add a weather effect and Fog. I think a nice weather effect or some kind of ambient natural phenomenon would help make the map seem less....desolate. I'm a big fan of the jungle theme of Tartarus. The wildlife sounds help make the jungle feel alive. Also I think Fog would help against long range sniping, and with this terrain offering less cover and higher sniper vantage points than most, adding in the Dangerous Crossings Fog would seem like a good Fit.They both had their strong points and their weaknesses. The Single Structure was definitely more defense oriented while the Split Floating structure was much harder to defend. In terms of balance the Split Structure was probably more balanced as it left the flag open for attack from any angle but also let the defense have a better line of sight. The clustered turrets and large platform made it much easier for a tech defense too. On the flip side, that defense could easily be wiped out with a good jugg and now that we have the fusion mortar deluxe, getting those shells up on that platform will be much easier.

In the end though, both of these structures alone will not stand a return. Players are much too experienced now and sniper game play has reached a point where you can easily stop routes and call out attack much easier. Single Structure has the same problem Sun Star has with that Third Floor or that Stone Henge has with the middle. Easily defensible position with only 1 entrance and too high to jet to and still be combat effective without use of an energy conduit.

I would propose a hybrid of these two. A Single Structure with a the corners of the flag room much smaller, to allow better visibility. Lowering the 3rd floor sniper platform and giving it four entrances plus a center conduit (Essentially making the 3rd floor similar to Sun Star and Katabatic Sniper Stands) Also adding an external conduit that travel directly to the 3rd floor in addition to the internal central conduit.
I agree with the community that these shields should restrict Back to Front Route rather than Side to Side. I also feel that it should only be 1 shield in the rear rather than 2, still leaving the base open to a frontal assault (Similar to Perma Frost)Unfortunately, I always considered the early versions of the Bella Gen room a nightmare to defend against brutes who are running a looter perk. Disco Nade parties appeared everywhere. The later version was nice, but as pointed out by community, way too large and being able to park a Beowulf in there was a bit ridiculous. I would suggest taking the latest version and giving it a 2nd entrance similar to rain dance.The terrain was going in the right direction. Earlier versions were too slow. The higher wills helped being the game up to speed. Perhaps adding some higher edge hills to increase speeds similar to Perma Frost.The turrets cluster around the flag was not optimal for obvious reasons. Too easy to stack D. Alternatively the spread out configuration was not very optimal. That 3rd turret behind the base was rather ineffective. I would suggest an alternative layout that protects assets rather than routes. Possibly a turret in the gen room?

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12/27/2012 12:53:23Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)Something between 3 and 4. I would like to see both the doors, and a set of shields tied to the generator. Low rolling hills, but with maybe a few large hills near spawn points for gaining momentum.

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12/28/2012 6:42:48Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets clustered around flag stand on towerVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/28/2012 13:56:34Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-top2 doors tied to generator (opened when generator destroyed), conduit & doors closed when generator activeLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padLow rolling hills, mainly leading into 1st-floor of towerTurrets spread out around base on surrounding hillsVersion 2 (complex gen room, low rolling hills, single enclosed tower structure, doors for shields)

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12/31/2012 8:17:16Single structure, enclosed flag stand with 4 entries, conduit from bottom to tip-topNo shieldsLarge complex basement with several rooms and hallways, entrances from conduit and vehicle padHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 3 (complex gen room, low rolling hills, single enclosed tower structure, forcefield-shields)

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12/31/2012 9:07:51"Split" floating structure, more exposed flag stand, conduit from flag down, hard-to-reach tip-top floor2 shields tied to generator1st-floor, single room next to contuitHigher, more varied hill heights, many pits, bringing players closer to 2nd floor of tower (same level as flag)Turrets spread out around base on surrounding hillsVersion 4 (complex gen room, varied hills with deeper pits, split floating tower with more exposed flag, 2 forcefields)