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pl_barnblitz_pro6
Created 27th July 2013 @ 15:29
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Nice changes, I think the top area for the sentry is fine, like you said, you can just rescue ranger it to the top.
It will become more standard on last and third I expect on this map.
here’s a list of potential changes for the next version – looking for feedback on what you think is good/bad etc
some boxes will be added next to this small piece of wall, I don’t think it’ll add anything extreme to the map in terms of pushing etc but it gives more options in general
http://i.imgur.com/vWpzLyN.jpg
the incline here will be a little less steep – once again, don’t think it will add too much necessarily
http://i.imgur.com/7OAMIAm.png
small doorway added here to make defending third a little less scary when building in this location. Hopefully it’ll allow engies/combos who hold here to fall out a little more easily
http://i.imgur.com/ujKzyYo.png
the height of this doorway will be increased, but not far enough to allow the defending demoman any more options. it’ll probably be up to the beam. the stairs will also be widened
http://i.imgur.com/bgKUumj.png
http://i.imgur.com/tXg5l8j.jpg
the ‘no entry’ doorway here that usually opens up after 2nd is capped will be removed entirely, meaning defenders dropping down from their spawn to head over to defend 2nd won’t have to run through potential sniper sightlines to do so
http://i.imgur.com/nuM9sQ5.jpg?1
moved the blu forwardspawn into the red defending spawn, shaving a few seconds off of walking over to last – if required the respawnwavetimes may be changed, we’ll see
adding something to make it easier for scouts to jump into the window at lockerroom
fixed a bug where you could build a teleport inside one of the arrow signs that pops up after a cap and get people stuck
fixed the bug with the bottom-spawn door at last being openable by attackers
fixed the draw distance of some objects so that they’re visible regardless of how far away from them you are
removed some more cluttery props (unsure which ones atm, but no crucial ones I guess)
Last edited by lawn,
I like the changes, seems like bblitz is a very closed off map with no options, but these changes seem to be adding a lot, good work
Stop trying to change the meta of the map completely. It’s fine now, don’t make it worse
agreed, no more change pls
Quoted from Flood
agreed, no more change pls
most people I’ve recieved feedback from have said that last is still not fun at all, so we’ll still be going ahead with these changes (but will put them on a test map and play mixes on them before actually committing them to a next public version
if people agree with you that these changes are shitty then we’ll not add em
Last edited by lawn,
Quoted from lawn
fixed the bug with the bottom-spawn door at last being openable by attackers
Thank god. Bulow got killed in our official because of this bug.
Quoted from lawn
most people I’ve recieved feedback from have said that last is still not fun at all, so we’ll still be going ahead with these changes (but will put them on a test map and play mixes on them before actually committing them to a next public version
if people agree with you that these changes are shitty then we’ll not add em
The last point is not worse than any other payload map at this point… People like to whine
Thank you for making this map even better. :)
I don’t think any of these changes are game breaking, but they might be game changing. The only thing I am bothered with is the removal on “no pasaran” doors. If you remove them, you are basically removing a very good Sniper position. This might affect gameplay in a negative way, although I can understand the reason for door removal.
All in all, keep up the good work. ;)
Quoted from Reservoir Dog
Thank you for making this map even better. :)
I don’t think any of these changes are game breaking, but they might be game changing. The only thing I am bothered with is the removal on “no pasaran” doors. If you remove them, you are basically removing a very good Sniper position. This might affect gameplay in a negative way, although I can understand the reason for door removal.
All in all, keep up the good work. ;)
tbh i dont think third point can be affected in a negative way by removing those sniper sightlines.
Quoted from Lazybear
[…]
Thank god. Bulow got killed in our official because of this bug.
There was also this bug where the enemy team could kill me from far away by looking at me??? Or being close and looking at me??
And it’s for sniper lines at second, Quell.
Quoted from quell
[…]
tbh i dont think third point can be affected in a negative way by removing those sniper sightlines.
Maybe not for defense, but surely it does for offense? I am not sure, I don’t play Sniper, so maybe someone who does should give some input about that.
http://imageshack.us/a/img541/165/ytrl.jpg
Remove planks and make window bigger maybe? if you look at that prop on left side and on planks that block window, you can think that it was supposed to be a good flank for a Scout, because it’s hard to access upper area of 2nd point without using stairs, not that Scout even wants to be there, but still would be a cool thing if you could access that area via window
Last edited by Popcorp,
Quoted from Lazybear
[…]
Thank god. Bulow got killed in our official because of this bug.
Quoted from Bulow
[…]
There was also this bug where the enemy team could kill me from far away by looking at me??? Or being close and looking at me??
And it’s for sniper lines at second, Quell.
HAHAHA 8)
Quoted from Popcorp
http://imageshack.us/a/img541/165/ytrl.jpg
Remove planks and make window bigger maybe? if you look at that prop on left side and on planks that block window, you can think that it was supposed to be a good flank for a Scout, because it’s hard to access upper area of 2nd point without using stairs, not that Scout even wants to be there, but still would be a cool thing if you could access that area via window
emilio suggested this actually – and it would make falling out of second easier, but we’ll see if it’s needed first
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