Forum

Actual changes for a competitive Foundry?

Created 9th January 2012 @ 15:46

Add A Reply Pages: 1

choiie

keso

I suppose it’s a bit early to discuss changes in Foundry seeing as it’s had very little playtime, but I’m still curious what people’s main gripes with the map are. I’m going to try to compile a list of things that people think need to be fixed for comp, and then e-mail it to valve. If they neglect it we have something to build upon if we want to make a _pro version in the future.

Discuss.

TviQ

ft.
007

BARRELS

– Make sure the map actually ends when the timelimit is reached.
– You can walk inside the barrels on last point – not all the time


Last edited by Buffalo Bill,

REMOVE THAT ANNOYING GODDAM SOUND WHEN YOU CAP A POINT jeez. That’s pretty much all I can think of atm

Dr-GimpfeN

9g1c

moving trains!!!!!!!!!!

Quoted from Dr-GimpfeN

moving trains!!!!!!!!!!

The trains aren’t moving iirc

Dr-GimpfeN

9g1c

Quoted from fluffy

[…]

The trains aren’t moving iirc

thats why it should be fixed :D

Tornf4lk

cc//

Quoted from fluffy

[…]

The trains aren’t moving iirc

exactly -.-

Permzilla

(Legend)
(☞゚ヮ゚)☞
WiK?

sniper lines on 2nd are a bit OP

You actually want arena hazards?

Maybe you could close the middle exit on mid. I don’t like the idea that there are 3 ways from mid to the second point and 3 ways from the second to the last point in such a big map. :)

Trane

Quoted from Permzilla

sniper lines on 2nd are a bit OP

This

antyjc

2ne1

There are quite a lot of sniper sight lines that can be abused without any real risk to the sniper.

I feel like 2nd is very hard to hold with a disadvantage, if you don’t hold it aggressively a sniper can very easily walk in and get a clear sightline to anywhere with no risk.

On last there are also some stupid sightlines:

http://imageshack.us/f/845/2012010900003.jpg/

This lets you cover the entire left half of the point, making it very difficult to cover the lower left entrance from the floor. It also puts the sniper at literally no risk at all. I feel like a door should be added to this entrance, so that a sniper doesn’t have completely free roam there.

http://imageshack.us/photo/my-images/259/2012010900001.jpg/
http://imageshack.us/photo/my-images/233/2012010900002.jpg/

These two aren’t too bad because really a soldier or demo should be able spam a sniper before he gets chance to get into that angle.

I think that at least one entrance to last should have a door, there are too many entrances that have to be actively covered so the enemy can’t peak. Imo adding a door to the one I suggested would allow a team to more actively cover the bottom right entrance without being afraid of walking into a sniper sightline.

Pushing middle is also a bit ridiculous when the enemy run a sniper. You would literally have to pop uber before your players get onto mid to prevent anyone from dying thanks to the massive sightlines – http://imageshack.us/photo/my-images/822/2012010900004.jpg/
http://imageshack.us/photo/my-images/833/2012010900005.jpg/
The only real way to safely push without the threat of a sniper would be to go lower.

Also a cool sightline that allows you to watch the med kit in the 2nd-mid lobby: http://imageshack.us/photo/my-images/197/2012010900006.jpg/

Fix the barrels as well.

APART FROM THAT IT’S A GOOD MAP x)

IPZIE

SUAVE

anty try mat_filtertextures 1 your walls look like kellog´s. otherwise good summery

Dr-GimpfeN

9g1c

Quoted from antyjc

http://imageshack.us/f/845/2012010900003.jpg/

http://imageshack.us/photo/my-images/259/2012010900001.jpg/
http://imageshack.us/photo/my-images/233/2012010900002.jpg/ http://imageshack.us/photo/my-images/822/2012010900004.jpg/
http://imageshack.us/photo/my-images/833/2012010900005.jpg/
http://imageshack.us/photo/my-images/197/2012010900006.jpg/

are you playing wolfenstein 3D???
that graphic is so ugly


Last edited by Dr-GimpfeN,

Add A Reply Pages: 1