spanky Posted April 30, 2010 Share Posted April 30, 2010 If setup the way it is drawn, targets will have to be engaged from each shooting position which obviously would be coordinated with correct no-shoot (or barrel) placement. Link to comment Share on other sites More sharing options...
wide45 Posted April 30, 2010 Share Posted April 30, 2010 It's not a good idea to use no-shoots as vision barriers. Link to comment Share on other sites More sharing options...
dcarter Posted April 30, 2010 Share Posted April 30, 2010 From the look of the drawing this looks like a speed shoot with everything up in your face. With a little tweeking this could be a very cool stage. I like it. Link to comment Share on other sites More sharing options...
Flexmoney Posted May 1, 2010 Share Posted May 1, 2010 It's not a good idea to use no-shoots as vision barriers. Agreed. Plus, that looks like a "memory stage". Mongo no like memory stage. I'd hate to be the one to have to set it up. Link to comment Share on other sites More sharing options...
Joe4d Posted May 1, 2010 Share Posted May 1, 2010 the ports need to be varied in height, some tall some low makes it even for everyone. Link to comment Share on other sites More sharing options...
JThompson Posted May 1, 2010 Share Posted May 1, 2010 (edited) the ports need to be varied in height, some tall some low makes it even for everyone. Or use slots instead. Also, you are lacking the ability to shoot it different ways. you CAN have more than 8 shots available from one position as long as the extras can be had from another position. What you want to be conscious of is not locking down a COF so tight that there is only one way to shoot it. You want to have risk/reward for a long/shorter shot, etc or leave something out there for people to figure dif ways of shooting it. New designers often have, what I call, the "boxes" They tend toi run a guy all around a stage shooting a target here of there shooting an intended target from an intended positions with no other options. Those stages are not fun for the better shooters... From a design point of view I like to see the squad using the entire 5 mins of walk through looking at several ways of shooting a stage to figure out what the best is. No a memory stage either, just a shitload of options. JT Edited May 1, 2010 by JThompson Link to comment Share on other sites More sharing options...
LT45 Posted May 11, 2010 Share Posted May 11, 2010 A few simple changes could make this a really fun stage. 1st, the reason to get rid of several of the no-shoots is, if you have someone really screw up the first part of the stage, they could put a round through a no-shoot and knock down a popper.. range equipment failure.. mandatory re-shoot. Use barrels to obscure the steel. 2nd, you've created a dead end stage... you have to walk all the way back up-range and around the walls to begin scoring. There is an easy fix that is actually going to fix 2 problems. If you separate the walls in a couple of places, you could elevate the high or low port thing and it would also give you room to walk between the walls instead of around them. This would save a lot time re-setting and scoring the stage. 3rd, arrange several of the targets where they can be viewed from multiple locations, this will add options in the way the stage can be shot. I love to see stages that can be shot in 4 or 5 different ways... more options = more fun! Link to comment Share on other sites More sharing options...
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