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cp_antiquity_RC1
Created 6th February 2011 @ 17:37
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Having had a run through, this is what I think:
Theme’s brilliant
Map is too damn big, seriously huge
Too many routes to points
Defenders seem to have a massive height advantage over attackers
Sorry I can’t offer anything more constructive
Awesome theme, CP3 reminds me of a stage on Dead Ops, if anyones played that. Agree that the areas are a bit too big for 6v6, reminds me a bit of 5gorge. Might be good to try a highlander MNM?
Updated (finally!) to B4.
B4 Changes:
* Removed one of the entrances to CP1/CP5
* Additional clipping to several areas
* Reduced size of sideroute from CP2/CP4 to Mid
* Various lighting improvements
* Added skybox
* General aesthetic improvement
* Optimization to compensate for added detail
Screens:
Thanks again for any comments!
Kep
Last edited by EArkham,
Too many medium health packs around middle from a very brief look.
Last edited by minimoose,
Looks great look forward to testing it!
Btw, if anybody records a demo, I’d love a download link. I expect a demo with competitive players will be very different than the demos so far with pub players.
Quoted from Nor
it reminds me of monkey from tfc
Yeah, I like the style! Sort out a playtest.
Based on screens my 1st thought was: de_aztec :) great stuff, looking forward to pickup on it :)
http://mirror2.pixelgaming.eu/pickupdl/afewdemos/
only 1 yet, as only 1 game has been played on that map yet. Hope it helps, will probs get more if people cba to play it.
edit: also, do not watch me, I’m plain shit.
Last edited by Waebi,
Like the map.. the trees can get annoying though :D always run into them while backing up
Still quite huge, travel distances are also big. Maybe move up the forward resups. The sideroute from your 2nd to mid could also be made more interesting by making it end up further on mid, instead of almost at the same spot as the doorway parralel to it.
Mid caps too slow, 2nd could be compressed a little (remove the unused dead space), maybe you could give scouts (or even classes without any highjump capability) a way to get to height advantage on mid without taking the indoor slope.
Last edited by skeej,
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