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cp_gullywash_pro

Created 13th February 2009 @ 22:02

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Pomme

bad map u should stop to build it now

Sephi-

(R)

lol take it easy with pomme guys :D he’s just joking. tbh this map can easily have potential (even simply for being loosely based on badlands, and for the kickass name), so it should be kept going. A lot of work needed though XD

Haunter

i think he made arnold rage

Springer

DAKKA

They better give him some constructive criticism ffs, instead of those pointless replies!

Pomme

i wasn’t joking

wer

tfortress.no

cheaters have no right to have an opinion.

Sephi-, i wont say alot of work is needed. just a little.

imo the first forward spawn is too close the second forward spwan after u changed spawns. its also close to cp 3.

what about moving the first forward spawn closer to the spire?
underneath the spire, next to the door to the lobby

Redah

The only possible weakness of this map you should be looking at, considering the time you have left (errr… 0 day I think :p), is last cp.

The situation could easily be blocked here, especially in high-level play. It’s too hard for the defenders to get out and launch a counter-attack and the attackers also have a hard time trying to getting inside the final room.

I think this issue doesn’t need massive changes in the layout. For example, you could (I’m not a mapper nor a high-skilled played, so it’s just a guess) enlarge some corridors (or just one) to make a big entry (like final badlands for ex). Scout could get out / get in more easily without being sticky-locked or sniped.

Defur

I thought I might point it out something, dont know if you have changed it in the latest version, but it has been there as far as i know?

Anyways:
http://i40.tinypic.com/2mhsz00.jpg
http://i39.tinypic.com/214bdhj.jpg

I dont really get that area, youll be dead if you get in there for sure.
My suggestion would be to knock down the wall closest to the secound point in that area, and make a window in the wall that is closest to the last?
It would open up some more space and would be almost like this other version of the middle aile in Badlands?

( btw this post is fail if you have changed it :D )

Arnold

DAKKA

http://www.nocrits.com/maps/cp_worselands_b11.zip

b11 released

a lot has changed (don’t have changelog sorry)

Chopin

Really wonna try this map in a pcw! Someone tried the new version?

.____________.

*raises hand*

I has tested the map for getting-stuck-issues. Sadly enough I didn’t find any, so betting it’s ready to be played.

Arnold

DAKKA

new version b12

http://startdownload.filefront.com/13662244//32d1bf1e1a0921312d01a229ebcb4b502d367e416b4af74704d264687e58a0000293a14d4ae0f8c3//

*Spawntimes fixed
*Removed wall at balcony
*Rotated 2nd forward respawn to prevent players getting lost
*removed medium ammo pack at balcony
*some changed were made to lower level mid to compensate for the respawn getting bigger.

Arnold

DAKKA

*spawntimes hopefully really fixed
*added a route at last point/2nd
*several visual updates

http://files.filefront.com/cp+worselands+b13zip/;13686514;/fileinfo.html

eoN^

arnolds link took ages for me so

http://www.sendspace.com/file/x7sks2

Arnold

DAKKA

release candidate 1

*middle has been made smaller
*totally visually revised
*added details
*no more long spawntimes ever
*bug fixes

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