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pl_woodbridge (Highlander)
Created 2nd January 2015 @ 19:33
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I’m just saying in general. I’m not pointing out specific places on maps. Uneven horizontally map parts are vital for the gameplay.
Quoted from Spycy
You can see throught some wall around 3rd
http://cloud-4.steamusercontent.com/ugc/55500119903832095/FF3D53DB848DC25C45A14E6B92EFA040C64D07FC/
what’s hud?
Quoted from Spriggan
[…]
what’s hud?
CBHUD Master
Last edited by Spycy,
I don’t mind hosting a spreadsheet mix or two for this map if people were willing to sign up to play it. Looks like it has potential.
played lobby with mumble (9 short for playtest doublemix) got stv.
Last edited by b33p,
Thanks again for playtesting! I got some really good notes down from watching that demo, so it definitely accomplished something (I hope). Here’s hoping it’ll make a6 even better! Look out for a new version within the next day or so.
Last edited by Aero,
Quoted from Aero
Thanks again for playtesting! I got some really good notes down from watching that demo, so it definitely accomplished something (I hope). Here’s hoping it’ll make a6 even better! Look out for a new version within the next day or so.
I really like it — reminds me of Upward and Swiftwater. The flanks seem quite extensive, but haven’t played it enough to know whether this is good or bad. Will try and get spreadsheet mixes for this, and lobbies with mumble (though I know this isn’t great, it’s something).
a6 is out! I nerfed a few RED-favoring flanks and generally cleaned up some props and surfaces. Cheers to everyone who playtested a5 and gave me invaluable feedback. Let me know what you think!
Download: https://www.dropbox.com/s/hcvw5tt4s177psh/pl_woodbridge_a6.bsp?dl=0
Screenshots: https://imgur.com/a/pR8no
Changelog: http://pastebin.com/W97DZAMg
Playtested in a div2+ spreadsheet mix. Have STV and comms and my stream with comms, added again.
If we can’t play swiftwater, might aswell play this if it’s similair. I’ve missed Swiftwater in the etf2l mappool for a while, some new payload blood will be nice.
Looking forward to the next playtest.
Point 1 was decent, point 2 is a bit worse but everything past that is really poorly thought out in terms of flanks and sniper sight lines.
Quoted from kKaltUu
Point 1 was decent, point 2 is a bit worse but everything past that is really poorly thought out in terms of flanks and sniper sight lines.
Just after point 2 seems a bit open, but maybe that’s just ’cause default textures. For me the little corridor between 1st and 2nd is the only issue with point 2.
I quite liked last. Why didn’t you like after 2nd?
cp_orange style :D
Woodbridge a7 is here, and it has textures! R.I.P. pl_orange; long live pl_woodbridge_a7! I also made a few bugfixes, added a new skybox, and changed some stuff around. You can find the full changelog below.
Let me know what you think! Here’s hoping it’s a little more playable now that it’s not full of dev textures.
Download: https://www.dropbox.com/s/ty7i7yosft6478j/pl_woodbridge_a7.bsp?dl=0
Screenshots: https://imgur.com/a/ZMlHY
Changelog: http://pastebin.com/mHQExZcN
http://puu.sh/eZDjF/5cfd86d51d.jpg
This is horrible, not just to look at but you removed the exit of this room (from blu perspective) which makes a highly defensible space even more defensible, no?
http://puu.sh/eZDvz/0a65729dea.jpg
If not for any other reason to reinstate that passage, this place looks so boring.
On last point, it seems like a long way to walk to push last. if you consider upward and swiftwater you don’t need to walk so far to push cart towards the end. However maybe in borneo and badwater you could argue you do. I don’t know, seems a bit long for me, is all.
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