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cp_quay
Created 19th December 2011 @ 17:40
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Quoted from choiie
Ok, so a few things I gathered from this mix:
– Too few ammopacks seemed like the main concern, and ill definitely take a look at it.
– Map too big was something a lot of people brought up, but I dont agree at all. The map is the same size as badlands, and the bigness is probably due to the map not being detailed and thus feeling more empty. If there’s any particular area you feel is redundant, then please tell me :)
– For some reason everybody seemed to stubbornly stay on the lower ground, and the medics kept whining about having a hard time when they spent 95 % of their time taking spam in chokes instead of finding a good position to hold. The question is if this is a problem with the map; is it too hard to get to the high positions, so youll end up on low ground eventually?
– I loved how a lot of people experimented with trick jumps and used the huge lots of places to jump to, so it seems I’ve succeeded quite well with that.Other than that, thanks for playing the map, and feel free to leave your comments over here in the thread!
i think the size between the points is perfect (the CP’s in reltion to one another)
also Darkslayer had a “bug” on his pov that let him see through walls
Quoted from atmo
also Darkslayer had a “bug” on his pov that let him see through walls
BANHAMMER GOGOGOGO
a8 released: http://dl.dropbox.com/u/2447457/cp_quay_a8.bsp.bz2
changelog a8:
Removed a few camping spots
Added ammo and removed a lot of health
Reworked the lobby, moving the ramp up to balcony into the middle of the room
Reduced the size of a few oversized doorways
Removed the water flanking route along with the dropdown
Some detailing on balcony
Enjoy!
Yay!
Ok, a9 released with some big changes to the lobby:
http://dl.dropbox.com/u/2447457/cp_quay_a9.bsp.bz2
Changelog a9:
Reworked lobby, adding a new room to the left and a new attack/flank route from the balcony
Some minor fixes
this map seems very promising, although my first experiences on it weren’t that fun. i like it so far.
i’ll annoy pinky to test it this week
This happens on BLU side: http://i.imgur.com/PDghD.jpg
Overall the map looks quite good!
Last edited by Beater,
Quoted from Pynklùùùnningen
http://steamcommunity.com/id/hungdink/screenshot/469738497509996394
best ninjaspot
Old but gold :)
Released a10: http://dl.dropbox.com/u/2447457/cp_quay_a10.bsp.bz2
Changelog a10:
Kept working on the lobby
Raised the ground on mid
Updated to a11: http://dl.dropbox.com/u/2447457/cp_quay_a11.bsp.bz2
Changelog a11:
Fixed various balance issues
Fixed wallhack in BLU water
Made the ladders/crates on mid a bit more easy to get up on
Fixed lighting bugs
Added an opening behind last to be able to spam the point from behind
Removed some of the areas in the lobby and added a new one
Major detailing pass started!
Since mid seems to work great right now the main issue seems to be the 1-2 connector and how pushing out from last works. If there’s feedback on this, please direct it to this thread.
If there’s a map double mix I’d love to try out a11 since I feel I’m getting pretty close to the beta stage right now!
a12:
Fixed some clipping issues with the new details
Reworked 2
Rebuilt the entrance to lobby
Download: http://dl.dropbox.com/u/2447457/cp_quay_a12.bsp.bz2
a13: https://dl.dropbox.com/u/2447457/cp_quay_a13.bsp.bz2
Changelog a13: Removed conveyor above 2
Moved 2 platform slightly
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