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cp_logjam (5CP)
Created 17th June 2014 @ 23:12
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Play aggressive and force them out, you get nowhere by playing passive and spamming.
its the only real option for demo if the enemy roamer is competent
theres nowhere you can stand and do safe damage
The only thing that really bugs me about this map as medic, is it’s impossible to tell where people are on second and it seems like there is no where sensible to stand, maybe it just hasn’t developed from play testing yet though
How many Numportals there are on your map? considering it has such a huge skybox
vod of the most recent iteration, b9. Looks pretty sweet imo.
Maybe the first forward spawn needs moving back a bit, it’s very easy to contest mid from there.
Numportals? I’ve only heard of areaportals. There is an areaportal on every single doorway in the map, and one big one at each choke. 2nd/mid is divided by a skybox wall with areaportals going through the walls of cave/choke. I’m not really worried about optimization at the present moment.
I’ve heard from a few sources that the first forward spawn is ill placed. Finding a better place to put it might get a little interesting but I’ll see what I can do.
So due to current circumstances I have to take a break from TF2, however I’m not stopping mapping… the only reason this hasn’t progressed is the only change I have is to re-locate the first forward spawn and I know the map isn’t that perfect yet… tell me what you want done!
Well the map itself is actually okay and somewhat enjoyable, but I really despise the last when you have to push into it. You have top right, which is always spammed due the combos holding there. Main is a deathtrap since it is always stickied, and lower left is always watched by the flank so you have little to no possiblity to get a sniper there or something
Just my opinion, feel free to call me a faggot ;w;
Last edited by Menty,
Quoted from Menty
Well the map itself is actually okay and somewhat enjoyable, but I really despise the last when you have to push into it. You have top right, which is always spammed due the combos holding there. Main is a deathtrap since it is always stickied, and lower left is always watched by the flank so you have little to no possiblity to get a sniper there or something
Just my opinion, feel free to call me a faggot ;w;
cough cough badlands cough cough
Quoted from Menty
Just my opinion, feel free to call me a faggot ;w;
You’d like that wouldn’t you!
And yea I’d have to agree with some of your points. I wouldn’t change it too drastically though, it’s nice to have a last that isn’t very stressful to defend.
Maybe add some incentive for people to push from shutter?
why it has the skybox THAT high?
http://i.imgur.com/eQUKgrw.jpg
http://i.imgur.com/ZMd3fvC.jpg
Quoted from cirlo
why it has the skybox THAT high?
http://i.imgur.com/eQUKgrw.jpg
http://i.imgur.com/ZMd3fvC.jpg
because why not?
high skybox is awesome for sick airshots, what is the down side?
Last edited by SorroW,
Quoted from cirlo
why it has the skybox THAT high?
http://i.imgur.com/eQUKgrw.jpg
http://i.imgur.com/ZMd3fvC.jpg
Sick quintuple airshots man.
I usually just make the skybox tall. Doesn’t add any visleafs or anything so it shouldn’t make you lag or anything and if anything it lends itself to shenanigans.
As far as lasts go, they are always a bit of a clusterfuck. I’ll keep it in mind.
Quoted from SorroW
[…]
because why not?
high skybox is awesome for sick airshots, what is the down side?
No downside, it’s just strange to see a skybox so high.
Edit: Anyway, I’ve the sesation that when a team pushes from Choke with uber (maybe cause it’s been forced or just because of a bunch of stickies) much of it will be wasted trying to reach the enemy combo…
Unlimited height = unlimited oppertunities
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