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cp_gullywash_pro
Created 13th February 2009 @ 22:02
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Quoted from Arnold
*Moved resup kabinets back
*Removed the second set of doors on spawn
Nice… this will make pushing into last (esp. when ubers are equal) a little less tedious and boring.
looks great!
Im still a bit worried about the tunnel on the right at last. It seems really easy for a heavy to defend from there, while it doesn’t provide much for attackers which was the reason adding it. Maybe adding some glass/grate/space/entrance-to-lobby might work in making it more attacker friendly, no idea really :p
Seems like good changes :)
Quoted from RaCio
looks great!
Im still a bit worried about the tunnel on the right at last. It seems really easy for a heavy to defend from there, while it doesn’t provide much for attackers which was the reason adding it. Maybe adding some glass/grate/space/entrance-to-lobby might work in making it more attacker friendly, no idea really :p
If its the tunnel thats been there since imp3 it pretty shit to be as a hwg. In all the chaos a scout can easily sneak in there. Hwg just gets trapped in there because enemies can easily abuse all the cover there. It’s not really a map breaking thing. Because the hwg can’t be healed easily, and can still take damage. Unlike the glass above the point in imp3.
Last edited by Koeitje,
Just generally I think the heavies should have a harder time defending last… I think everyone have had their moments with double heavies last.. sigh
I think this is for the best.
http://imgur.com/DcXzQ.jpg
http://imgur.com/1T3kL.jpg
http://imgur.com/kYmqP.jpg
Quoted from Arnold
I think this is for the best.
http://imgur.com/DcXzQ.jpg
http://imgur.com/1T3kL.jpg
http://imgur.com/kYmqP.jpg
AWESOME
love it
cp_gullydry
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