CTF Camping Trip [Final]
- Ian_Suffix
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- Ian_Suffix
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Re: CTF Camping Trip [BETA7v3]
Well, I managed to get all these problems fixed (and a couple more) before Tuesday afternoon!
(download)
(download)
Alright Ian, I think the thing we need to concentrate on is side routes. In a 9v9 setting this seems to play well but the pub setting could use some work.
The gameplay so far is solid, however it's extremely linear and ambush classes (mainy spy and pyro) have little alternate routes.
-Opening up the side cannel pipe thingy would open up a good side route for them without splitting up members of the pack.
-There needs to be some sort of alternate route into the intel room. Maybe another vent or something? You could make it so you drop down making it 1-way.
-The upstairs area is quite a handy point to move out of, however it's extremely easy to miss it. There needs to be some sort of sign that points you towards upstairs labeled "battlements" which points you to turn around and go upstairs right next to the spawn door.
The gameplay so far is solid, however it's extremely linear and ambush classes (mainy spy and pyro) have little alternate routes.
-Opening up the side cannel pipe thingy would open up a good side route for them without splitting up members of the pack.
-There needs to be some sort of alternate route into the intel room. Maybe another vent or something? You could make it so you drop down making it 1-way.
-The upstairs area is quite a handy point to move out of, however it's extremely easy to miss it. There needs to be some sort of sign that points you towards upstairs labeled "battlements" which points you to turn around and go upstairs right next to the spawn door.
Last edited by Guardian on Wed Jun 24, 2009 4:39 pm, edited 1 time in total.
- Plinko
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I agree the map is way too linear now. Scouts, spies and pyros need a way around because now snipers have a huge long field to look down with almost no chance of being snuck up on, plus it's just a killing field from the house sides to the bridge - making people defend both sides more honestly would open that up a bit.
Either opening the pipes or turning the spawn entrance to the house front instead of the side (back would be the part facing the bridge) and giving classes a way to climb over the fence to the spawn side would be a start. As a matter of fact, I'd consider both.
One time when I exited the vents by the sewers, I got launched all the way to the fence - not sure why that was (I may have jumped at just the right time - I didn't take damage so it wasn't stickies or rockets). The other time I popped out normally.
Either opening the pipes or turning the spawn entrance to the house front instead of the side (back would be the part facing the bridge) and giving classes a way to climb over the fence to the spawn side would be a start. As a matter of fact, I'd consider both.
One time when I exited the vents by the sewers, I got launched all the way to the fence - not sure why that was (I may have jumped at just the right time - I didn't take damage so it wasn't stickies or rockets). The other time I popped out normally.
"I made all my gold into pants" - Ignatius

- Ian_Suffix
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Are you ready? For BETA EIGHT?!

While trapped at home, I discovered that my family's computer had recently been replaced with something decent. While under the premise that my brother was using my profile (which he often was), I secretly devised a NEW ONE-WAY ROUTE to alleviate the pain of having a more linear map. Note that this was after I recieved the order to modify the Meleecenter...
The new route is actually slower than taking the stairs. It may be safer, I'm not sure. But one thing is for sure: it looks really, really cool. In addition to the new route, I've made several visual/clipping adjustments to improve the map. Minor problems that need to be fixed: improve vent looks, RED bg elevator light, stair pipes, decrease mesh HP again, not enough ripples, fence poles not reaching ground, stair-clipping in new route
While trapped at home, I discovered that my family's computer had recently been replaced with something decent. While under the premise that my brother was using my profile (which he often was), I secretly devised a NEW ONE-WAY ROUTE to alleviate the pain of having a more linear map. Note that this was after I recieved the order to modify the Meleecenter...
The new route is actually slower than taking the stairs. It may be safer, I'm not sure. But one thing is for sure: it looks really, really cool. In addition to the new route, I've made several visual/clipping adjustments to improve the map. Minor problems that need to be fixed: improve vent looks, RED bg elevator light, stair pipes, decrease mesh HP again, not enough ripples, fence poles not reaching ground, stair-clipping in new route
Last edited by Ian_Suffix on Fri Jul 10, 2009 9:24 pm, edited 2 times in total.
- Ian_Suffix
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- Ian_Suffix
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- Ian_Suffix
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Re: CTF Camping Trip [BETA8!]
Its not in the rotation. Yet. 

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