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cp_toxic

Created 15th February 2012 @ 14:48

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profix

FLANK

I just ran through the map with my scout buddy and I would like to point out some stuff that bothered me with the map.

I feel like there are not enough “good” hiding spots throughout the map, but i think they’ll be added once you add more detail to the map.

There is a barrel missing on mid, not sure if on purpose.
http://i.imgur.com/TTiNq.jpg

These are some suggestions that would benefit the scout. I feel like soldiers have much more routes to take and it’s harder for scouts to do the same. These two minor changes on second would help in my opinion.

Let us be able to jump from the fence on top of the barrels for easier access to the big hole in the wall maybe?
http://i.imgur.com/bDOGa.jpg

On the other hand, let us jump from the crates on top to the green stuff, or better, make these things in the middle (marked with the box) be walkable on. Would be a decent hiding spot and would help jumping up to that hole once again.
http://i.imgur.com/7sBV5.jpg

These is the stuff that came up after running through the map for 15min. Might post more after we’ve actually played it. :P

Great map nontheless. Looking forward to the cup!

Will be expecting all of you lot to give feedback on Thursday night/Friday, looking forward to see what people think
IMO the map is like:
Gully Last
Badlands 2nd
Granary Mid
Draw from that what you will

wrock

vier

Quoted from Chaplain


Granary Mid

exactly…so how much medkits are on gran and how much on toxic? ;)

Clark

SDCK!

1. The second point is kind of complex to go through on your way to mid. Rollout to right and below seems the only possible way to get to mid without being pushed back straight away. It would be nice if there was an alternative way to go right and jump up through the hole for demo/soldiers and go down on mid through the left side for medic.

2. Also, push through the lower lobby towards the last point seems pointless since you get spammed back straight away. Maybe some kind of stairway or another entrance would help.

3. The glass behind the last point is really imba. Medic can just stay there doing nothing, having a health pack near him, and not only snipers or spies can’t get him, even soldiers jumping to force an uber just don’t have enough time to reach him.

That’s just from the top of my head.
Good map overall, can’t wait to play it on cup tomorrow night.

Quoted from wrock

[…]

exactly…so how much medkits are on gran and how much on toxic? ;)

Toxic has 3, Granary 2?


Last edited by Chaplain,

Quoted from Clark

1. The second point is kind of complex to go through on your way to mid. Rollout to right and below seems the only possible way to get to mid without being pushed back straight away. It would be nice if there was an alternative way to go right and jump up through the hole for demo/soldiers and go down on mid through the left side for medic.

2. Also, push through the lower lobby towards the last point seems pointless since you get spammed back straight away. Maybe some kind of stairway or another entrance would help.

3. The glass behind the last point is really imba. Medic can just stay there doing nothing, having a health pack near him, and not only snipers or spies can’t get him, even soldiers jumping to force an uber just don’t have enough time to reach him.

That’s just from the top of my head.
Good map overall, can’t wait to play it on cup tomorrow night.

1. The hole rollout is pretty plausible for scouts as you can jump straight onto the point, but it’s true pushing through the house is the best way to avoid spam
2. We pushes from it a few times with uber advantage, seemed fine
3. Don’t agree with this

enwyze

@Chaplain: Added you for a suggestion.

Quoted from enwyze

@Chaplain: Added you for a suggestion.

I can pass it onto dark, but you could cut out the middle man; I’m not the map creator just a long term tester

enwyze

Quoted from Chaplain

[…]

I can pass it onto dark, but you could cut out the middle man; I’m not the map creator just a long term tester

I think it doesn’t make a big difference if I would add you or dark. But I will send a friend request to him too. Thx.

DarkSlayer

Quoted from profix

I just ran through the map with my scout buddy and I would like to point out some stuff that bothered me with the map.

I feel like there are not enough “good” hiding spots throughout the map, but i think they’ll be added once you add more detail to the map.

There is a barrel missing on mid, not sure if on purpose.
http://i.imgur.com/TTiNq.jpg

These are some suggestions that would benefit the scout. I feel like soldiers have much more routes to take and it’s harder for scouts to do the same. These two minor changes on second would help in my opinion.

Let us be able to jump from the fence on top of the barrels for easier access to the big hole in the wall maybe?
http://i.imgur.com/bDOGa.jpg

On the other hand, let us jump from the crates on top to the green stuff, or better, make these things in the middle (marked with the box) be walkable on. Would be a decent hiding spot and would help jumping up to that hole once again.
http://i.imgur.com/7sBV5.jpg

These is the stuff that came up after running through the map for 15min. Might post more after we’ve actually played it. :P

Great map nontheless. Looking forward to the cup!

cheers for feedback man- need to do a b18_cup_fixed any for that barrel so will probly roll some of those scout changes in :)

DarkSlayer

Quoted from Clark

1. The second point is kind of complex to go through on your way to mid. Rollout to right and below seems the only possible way to get to mid without being pushed back straight away. It would be nice if there was an alternative way to go right and jump up through the hole for demo/soldiers and go down on mid through the left side for medic.

2. Also, push through the lower lobby towards the last point seems pointless since you get spammed back straight away. Maybe some kind of stairway or another entrance would help.

3. The glass behind the last point is really imba. Medic can just stay there doing nothing, having a health pack near him, and not only snipers or spies can’t get him, even soldiers jumping to force an uber just don’t have enough time to reach him.

That’s just from the top of my head.
Good map overall, can’t wait to play it on cup tomorrow night.

cheers clark, was having the same thorts about point 3 myself :)

wrock

vier

Quoted from Chaplain

[…]

Toxic has 3, Granary 2?

ähm, toxic has 1 and gran has 4???

DarkSlayer

Quoted from wrock

[…]

ähm, toxic has 1 and gran has 4???

i think gran has a decent amount more HP packs off the top of my head

DarkSlayer

cp_toxic_b18_cup_fixed: https://dl.dropbox.com/u/22602098/cp_toxic_b18_cup_fixed.bsp

fixed barrel on mid
added scout jumps around 2nd
move small HP pack on last

CanFo

(Legend)
[HA]
#T4F

Mirror: http://etf2l.org/maps/cp_toxic_b18_cup_fixed.zip

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