New custom map - PL_Cranetop
New custom map - PL_Cranetop
And by, I mean I am just posting it.
I haven't done a run through or anything.
Apparently you have to cap a CP and then it lowers the cart for PL style...
http://www.fpsbanana.com/maps/65823
I haven't done a run through or anything.
Apparently you have to cap a CP and then it lowers the cart for PL style...
http://www.fpsbanana.com/maps/65823
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Re: New custom map - PL_Cranetop
My first run-through:
Very creative. Despite what it looks like, there's actually two levels on the map, with three points each. The very first point is captured by lowering the cart onto the tracks. There are a lot of different paths players can take, and the whole map is quite detailed for a beta. The very final point looks like it might suffer from Cave's second point (get the cart through a narrow door).
Very creative. Despite what it looks like, there's actually two levels on the map, with three points each. The very first point is captured by lowering the cart onto the tracks. There are a lot of different paths players can take, and the whole map is quite detailed for a beta. The very final point looks like it might suffer from Cave's second point (get the cart through a narrow door).
"So what have you been up to, man? Haven't seen you in so long!"
"Ah, you know how it is. Doin' a lot of side projects, some consulting, maybe a little freelance... Those are words that people say when they haven't actually been doing anything, right?"
"Ah, you know how it is. Doin' a lot of side projects, some consulting, maybe a little freelance... Those are words that people say when they haven't actually been doing anything, right?"
Taking this vertical bomb lowering concept, I just thought of what could be an interesting map.
Instead of pushing the cart forwards, you push it down into REDs base. I imagine it could be something like the final cap points of Hydro, except much larger and more vertically based. Every section point could be based on a larger, flatter area (to give defenders more chance to defend). Once a point has been capped, the cart could continue downwards (which gives the attackers the upper hand). Could lead deep into an underground base of some kind.
Quick, someone make it!
Instead of pushing the cart forwards, you push it down into REDs base. I imagine it could be something like the final cap points of Hydro, except much larger and more vertically based. Every section point could be based on a larger, flatter area (to give defenders more chance to defend). Once a point has been capped, the cart could continue downwards (which gives the attackers the upper hand). Could lead deep into an underground base of some kind.
Quick, someone make it!
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Re: New custom map - PL_Cranetop
It updated to b2 already, wow.
"So what have you been up to, man? Haven't seen you in so long!"
"Ah, you know how it is. Doin' a lot of side projects, some consulting, maybe a little freelance... Those are words that people say when they haven't actually been doing anything, right?"
"Ah, you know how it is. Doin' a lot of side projects, some consulting, maybe a little freelance... Those are words that people say when they haven't actually been doing anything, right?"
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Re: New custom map - PL_Cranetop
It got updated to b3. This is a bit ridiculous.
"So what have you been up to, man? Haven't seen you in so long!"
"Ah, you know how it is. Doin' a lot of side projects, some consulting, maybe a little freelance... Those are words that people say when they haven't actually been doing anything, right?"
"Ah, you know how it is. Doin' a lot of side projects, some consulting, maybe a little freelance... Those are words that people say when they haven't actually been doing anything, right?"
Re: New custom map - PL_Cranetop
Good thing it was never on the server? It's a bunch of bug fixes from what I understand.
Hopefully it will get up on the server soon so we can test it
Hopefully it will get up on the server soon so we can test it
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I just went on a quick test speed run with it, only tested the first and second round actually. Don't know if there's more.
The second round is really tight in spaces.
Let's see how that works out in gameplay.
The second round is really tight in spaces.
Let's see how that works out in gameplay.
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I explored it a bit, mostly as a demoman. I found that you can walk along most of a clipping brush by the fence next to an outhouse, in the crane area.
I also found that there are indeed Spy-friendly labyrinths of constricted spaces (labyrinth may be too strong a word; it's well designed, really). You may think this is a one-way ticket to No Peripheral Vision Land, but if they're accompanied by a good Medic, that'll work against you. With smaller spaces, Medics can afford to run backwards, you see.
I also found that there are indeed Spy-friendly labyrinths of constricted spaces (labyrinth may be too strong a word; it's well designed, really). You may think this is a one-way ticket to No Peripheral Vision Land, but if they're accompanied by a good Medic, that'll work against you. With smaller spaces, Medics can afford to run backwards, you see.
Re: New custom map - PL_Cranetop
I saw this was uploaded, has anyone played it and is it any good?
[img]http://i56.photobucket.com/albums/g190/johnnyalpha/tvctf208.png[/img]
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