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pl_barnblitz_pro6
Created 27th July 2013 @ 15:29
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Quoted from kindred
[…]
that’s dumb, there’s a roof right above it that does the same thing but flames can’t reach it
[…]
i don’t even think you can get up there as a spy, but there is literally no reason to even be there in the first place
[…]
what? no, you can’t be serious
he wants to remove the piece of shit wood that’s sticking out and blocks you, not the entire fucking spy route[…]
o-k
oh SNAP
Quoted from lawn
• changed ammo/hp distribution at last
http://i.imgur.com/Gzj7Puj.png
http://i.imgur.com/AV0EISM.png
http://i.imgur.com/BAORcIg.png
http://i.imgur.com/egSTfmK.png
A big ammo right behind these crates is the most equidistant from all the locations, and would be the most beneficial for all the engineers, not only the ones that build near/on the crates, like really, i don’t want to walk all the way back to spawn if i decide to build far back. Plus changing the small ammo pack to a medium one on the former top spawn is an obvious thing that should be made.
Edit: You can’t get back to the new spawn on last as Red, currently it works like a forward spawn in 5cp maps.
Last edited by Carlos Kaiser,
Quoted from Carlos Kaiser
http://i.imgur.com/egSTfmK.png
A big ammo right behind these crates is the most equidistant from all the locations, and would be the most beneficial for all the engineers, not only the ones that build near/on the crates, like really, i don’t want to walk all the way back to spawn if i decide to build far back. Plus changing the small ammo pack to a medium one on the former top spawn is an obvious thing that should be made.
Edit: You can’t get back to the new spawn on last as Red, currently it works like a forward spawn in 5cp maps.
Yea let’s make barnblitz last even easier to defend. Good idea m8
Quoted from Solid
[…]
Yea let’s make barnblitz last even easier to defend. Good idea m8
Thats not how you fix a map, you should change the level design, and not just remove ammo packs/put them in shitty places so engies would need more time to set up.
Quoted from Carlos Kaiser
[…]
Thats not how you fix a map, you should change the level design, and not just remove ammo packs/put them in shitty places so engies would need more time to set up.
level design/flow is greatly affected by things such as ‘removing ammo packs and putting them in shitty places’, which is mostly why I won’t listen to your suggestion here
the more drastic changes for last have already been made, and we’re waiting on feedback to see what everyone thinks about them (ie: new elevated flank)
That location is so close to the ‘right’ spawn that you can just walk back to spawn rather than taking it and any build focused around that area will take 1 or 2 seconds longer on average. the medium ammo kit that is right next to that is also a second or two away, and when moving it we initially thought about putting it in the location you suggested – but having two there is unnecessary – these ammo kits aren’t really for the engineer but for his team since it’s so easy to just go back to spawn as mentioned.
With the changeup of having more, and more spread out ammo kits, this just stresses that point more. So yeah – very minor ‘nerf’ on engy (which is somewhat needed on this point anyway), and buff to everyone else
(I’m not suggesting you haven’t necessarily) – if you haven’t played this version yet then you probably should to actually see how it plays out in practice rather than theory
EDIT: some timings
for building on floor behind crates, purely building a sentry takes 30s on pro2 compared to 32s on pro3. for building a sentry and dispenser in that position (eg: on top of crates), pro2 takes 40s and pro3 takes around 45
Last edited by lawn,
I would suggest moving Blu spawn after capping the third point to the Red initial spawn or Red second spawn, it takes insanely long to get to last without tele, though it could possibly lead to bugs Upward had, that were fixed in one of the recent patches.
Quoted from Carlos Kaiser
I would suggest moving Blu spawn after capping the third point to the Red initial spawn or Red second spawn, it takes insanely long to get to last without tele, though it could possibly lead to bugs Upward had, that were fixed in one of the recent patches.
this is definitely a possibility depending on feedback – I will do some timing tests of how long it takes to get to the area where blu are forced to in comparison to other maps
Would be very happy if we could stand on that window, so that we get a shortcut to balcony or Red’s 2nd spawn
http://imageshack.us/a/img22/6121/ak1w.jpg
You can put stickies inside windows on Last point Locker room
http://imageshack.us/a/img829/1331/2nej.jpg
Remove Planks on upper part of a window so that mobile classes could enter Upper area of 2nd point? ( it’s very difficult via dropdown ) or just make window bigger?
http://imageshack.us/a/img541/165/ytrl.jpg
You don’t take any damage from exploding stickies if you stand below/near that ramp
http://imageshack.us/a/img17/604/o22i.jpg
I think that when you cap 3rd point, BLU should get RED’s 1st spawn, but not 2nd, 2nd would be TOO close to last point and as we know, BLU spawn faster than RED
And btw, you cant enter RED bottom spawn on Last, you can leave it but you cant enter it again
Last edited by Popcorp,
Quoted from Popcorp
Would be very happy if we could stand on that window, so that we get a shortcut to balcony or Red’s 2nd spawn
http://imageshack.us/a/img22/6121/ak1w.jpg
You can put stickies inside windows on Last point Locker room
I know that it was spoken about putting a route in there. Think it would be nice but I think the sniper slight line being removed dont make it as needed.
The second one has been there forever. Nice little sticky point. Not sure if it needs to removed. Just need to check it :D
Okay, after playing around with the map for about an hour here are some possible suggestions. Of course I don’t know if they’re balancing this map (if that’s even possible about barnblitz) so feel free to discuss them since I’m just brainstorming
Major changes first:
Remove the props underneath the staircase here
http://i.imgur.com/1c7rFZG.jpg
and add a new entrance (possibly a one-way gate from 1st to 2nd)
http://i.imgur.com/qFRaIun.jpg
Add a dropdown near last point
http://i.imgur.com/YscmXdb.jpg (could be hard to understand what I meant but whatever)
The dropdown would go from the doorframe here
http://i.imgur.com/bsTbKTw.jpg
below the new spawnroom and continue up the staircase
http://i.imgur.com/RVRY3w8.jpg
Remove the large traintrack on the first point, it just seems so out of place and would make it easier pushing first. Also open the window where the track goes in to the barn so soldiers can jump or spam in there.
http://i.imgur.com/RCNyMVx.jpg
Possibly make a one-way gate here for the defending team, it seems to have had some sort of purpose in earlier versions otherwise the window frame wouldn’t be there
http://i.imgur.com/wg73OwC.jpg
http://i.imgur.com/K11UiqE.jpg
Remove these sniper sightlines (dunno how to make it look well)
http://i.imgur.com/n2nd8PF.jpg
http://i.imgur.com/pT3V7vL.jpg
Remove the invisible barrier so soldiers/demos can jump up or down the staircase
http://i.imgur.com/eePEnXW.jpg
Either remove this or make it possible to jump onto the roof above spawn
http://i.imgur.com/nmCZ2pi.jpg
(or remove both the spot and the roof as well)
http://i.imgur.com/inxiz2j.jpg
Move back the fence so it’s right next to the train and make it so the entire track length.
Stupid shit:
Remove this (yes I’m autistic)
http://i.imgur.com/1QY5dHp.jpg
Remove the lamp so you can hide on top of the locker
http://i.imgur.com/KdpnhkW.jpg
Maybe add a ammo or medpack here?
http://i.imgur.com/g5p6wDl.jpg
Anyways that’s some brainstorming from me. I’m totally not a spy main…
Quoted from unu
Remove the large traintrack on the first point to make the first point of barnblitz a caber jumping demo heaven
http://i.imgur.com/RCNyMVx.jpg
Quoted from unu
Remove the props underneath the staircase here
http://i.imgur.com/1c7rFZG.jpgRemove the invisible barrier so soldiers/demos can jump up or down the staircase
http://i.imgur.com/eePEnXW.jpgEither remove this or make it possible to jump onto the roof above spawn
http://i.imgur.com/nmCZ2pi.jpg
(or remove both the spot and the roof as well)http://i.imgur.com/inxiz2j.jpg
Move back the fence so it’s right next to the train and make it so the entire track length.Stupid shit:
Remove the lamp so you can hide on top of the locker
http://i.imgur.com/KdpnhkW.jpgMaybe add a ammo or medpack here?
http://i.imgur.com/g5p6wDl.jpg
these changes are likely to happen
Quoted from Popcorp
Would be very happy if we could stand on that window, so that we get a shortcut to balcony or Red’s 2nd spawn
a definite possibility to make third more interesting – having this part of the map unused is very odd, we spoke about this before and it’ll be changed if people think it’s interesting/would make 3rd point better
Quoted from Popcorp
You can put stickies inside windows on Last point Locker room
http://imageshack.us/a/img829/1331/2nej.jpg
You don’t take any damage from exploding stickies if you stand below/near that ramp
http://imageshack.us/a/img17/604/o22i.jpg
And btw, you cant enter RED bottom spawn on Last, you can leave it but you cant enter it again
will fix
I think that when you cap 3rd point, BLU should get RED’s 1st spawn, but not 2nd, 2nd would be TOO close to last point and as we know, BLU spawn faster than RED
a possibility
Last edited by lawn,
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