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cp_collis
Created 9th August 2010 @ 19:19
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thanks for the effort :)
oh and Mark…
i know that a waterfall with displacements is doable, but it does not only look awful, but also not what i was looking for. I wanted exactly the existing waterfall but just cut off. And Buck was as awesome as to do me that favour (Thanks once again!).
Since I am sick for one week already, I took a break from mapping, but as soon as I’m back to a better condition, I will start working on it again.
peace
Last edited by archy,
cp_collis_b4 public playtest tonight!
19-20 cest
Hampshire Heavies hh5
217.146.85.240:27055
see u!!!
As explained whilst on the server, got locked in spawn. Recorded a demo as you requested:
Quoted from CUBE
As explained whilst on the server, got locked in spawn. Recorded a demo as you requested:
yau,for such things we do playtesting. :)
anyway,was lot of fun!
maybe we will do a second playtest next couple of days!?
u will hear it here!
Quoted from CUBE
As explained whilst on the server, got locked in spawn. Recorded a demo as you requested:
thank you very much!
and also a BIG thanks to HH for hosting this play test. :)
the map got played in #gather.fi,
stv demo: http://demos.toaster.fi/20101013-1552-cp_collis_b4.dem.gz
Not a fan of the final cap point, too confined and seems forced. Took me less than a second from spawn to be able to shoot at enemies on the cap point.
The 2nd cap was really difficult to retake once lost and very difficult to defend, the stairs up should be on the defenders side not the attackers in my opinion.
But other than that it was rather enjoyable.
some stv demos from b4… also i heard a rumor (i haven’t played myself) that there is a spawn bug which prevents you getting out of the spawn
http://demos.toaster.fi/20101014-1847-cp_collis_b4.dem.gz
http://demos.toaster.fi/20101015-1552-cp_collis_b4.dem.gz
http://demos.toaster.fi/20101015-2232-cp_collis_b4.dem.gz
http://demos.toaster.fi/20101015-2311-cp_collis_b4.dem.gz
http://demos.toaster.fi/20101017-1456-cp_collis_b4.dem.gz
wow, those are a lot of demos ive got to watch. oO
the next boring afternoon wont be that boring i guess. :)
thank you for the demos.
a little bump.
Keep on working on this one, I cant wait to get to play the final.
Woo, first feedback.
I quite like the map, but I think last needs some rework.
It’s incredibly easy to hold with 2 hw’s in cover and a medic that can defend from spawn.
Last needs quite a bit of work, its far to close to spawn and too easily defended
Yup, won our game 1-0 holding the last 25mins on the last point… :)
Maybe the spawn is a bit too close to the point? Also, the transition area from 2nd to 1st seems messy and overly complicated. Mid is bit too cluttery for my taste, and I really dislike the railings on the platform gathering in all the spam.
2nd is enjoyable, tho a sniper can cover all the entrances from the top right.
I love this map. Mid is awesome, and I really like the two levels of fighting.
2nd point is average. It’s just like badlands. To be honest it lacks flair and originality. On the positive, it’s actually more enjoyable than badlands spire, because it’s larger and has an open area next to it, where fighting can also take place, undictated by whats on the point.
Last is ok. It seems to lack any decent sentry spots. Going engi anywhere on this map is just a waste of time. It’s really tight aswell. You can sort of uber, and just be on the point instantly. Heavy absolutely rapes everyone on last, but is useless on the rest of the map, and that upsets me.
Really fun. Hope its in the next map pool.
I complained at least once every push, dropback that I was getting stuck on things. One big offender was that door on the left near the ambulance. I like doors to be walk-through-able even when I’m going backwards. Make it so.
Last edited by MEGAMIDDIE,
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