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FEEDBACK FOR GORGE:

Created 12th January 2010 @ 10:28

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spendy

Get gorge out and put in follower or yukon instead..

Gubbins

Played it today, so very boring, horrible to defend 1st and horrible to attack 2nd, I loved fastlane, and would much rather see a map like Yukon still on the list

Old_Grandma

OGizzle

Trade gorge for fastlane, problem solved.. <3

+ over 9000

ambra

i like more gorge than gullywash
gullywash is too messy

obscure is my favourite

Oh please, fastlane is broken beyond rescue, even through all the changes people tried it always was really shit.

Would’ve liked to see ctf_doublecross, conventional methods might be somewhat unreliable on a map that big, could be really good.


Last edited by Fluffy Meowington,

JimmyBreeze

k^m

Got an email from Robin this morning and we now have a direct line into Gorge’s map designer. We’ve already talked about forward respawn and it’s on the table for a “quick change”, does anyone have any good ideas where exactly they should go? How can we keep offensive engie potentially useful?

So keep the detailed feedback coming! Valve are most definitely listening so far. Thanks to all the people who messaged me yesterday with stv demos.

Also, I’m pretty sure Fastlane will not feature for season 7. Sorry to the Fastlane fans. Maybe we can fit it into the cup, though. :)


Last edited by JimmyBreeze,

Norris

Sounds amazing. We should gather as much as possible information to improve this map. It’s a great opportunity to get something done for the clanscene.

n00ne

As good and promising gorge might seem , I still would change yukon for gorge. Maybe after some tweaks i might change my mind though.

Koeitje

AUTOBOTS

Nice JB. Forward spawns maybe in the hallway you go through on the left when walking to the first point as offense. That looks like a good distance for offensive first spawns.

edit:fixed mah post


Last edited by Koeitje,

atreides

either here: http://img682.imageshack.us/img682/9369/gorge2.jpg
or there: http://img22.imageshack.us/img22/8329/gorge1.jpg

Memento Mori

Is the mapper Mr. Casali?

– im doing some more mspaint pictures. Hope i don’t get flamed for it.
:D:D:D


Last edited by Memento Mori,

Shabbaman

GoT<3
HoT<3

How can we keep offensive engie potentially useful?

The use of an offensive engie is what this map sets apart. I hate walking, but I love level 3 teleporters. I love forward respawns, but I don’t see this working with level 3 teleporters. A small tweak that could make the engineer more useful is to remove some of the ammo between the first and second cap. Then you get something like you have on mid of Turbine (you want to spam, but there’s no ammo: do you go back, do you stop spamming or do you build a dispenser?).

I’m not sure walking is the problem, perhaps it’s that the second cap is too easy to defend from the room right in front of the cap. Perhaps the second cap needs another entrance that doesn’t go through that particular room. That’d make the defending team spread out their defenses, making it easier to push through.

atreides

Offensive engie was a stopgap as the pasttime after capping the first point reminds me more of a Parkour than carrying the enemy’s positions.

Memento Mori

#1 –
http://i48.tinypic.com/2lufg4g.jpg

potential spawn for attackers. I tried to put the spawn where there’s actually space, where nothing really is (apart from a nice pixelly lake :D )

#2 –
http://i46.tinypic.com/14blxt1.jpg
another spawn. However I don’t know if there’s enough room for 16 player entities in there. (I’m thinking of something similar to the final granary forward spawn, basically empty).

#3 –
http://i47.tinypic.com/22l4eh.jpg

defenders forward spawn. Just remove one of the pipes.

#4 –

http://i45.tinypic.com/25ir9qx.jpg

don’t see the point of locking any of the doorways off. open all of these.

#5 –

http://i49.tinypic.com/2zqvlv5.jpg

open up these doorways to make it easier to attack from the top.

#6 –

http://i49.tinypic.com/287kn4l.jpg

add a couple of barrels to make the room less open.

WANT community rocket launcher plzzz

xzr

snipers are way too dominant in the first part, maybe add some obstacles so they can’t see all the entrances from across the yard

also the map feels so fkn wide

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