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cp_obscure_remake_rc1 - Need a Mapper
Created 4th August 2009 @ 15:16
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The changes were thought of and noted down way WAY before you’re whine came into place, however no one can deny that people have come up with some right ideas koeitje, and more importantly I’m not out to prove anyone wrong.
Need to get it in that sturdy head of yours that the internet is not all full of people like you :x
Cheers
Byte
Ah, so you are finally going to put in more passage ways? Stuff that has been mentioned here ever since you started working on the map. And yes, I also noted that weeks ago. So don’t give me that bullshit that I don’t even provide constructive feedback. The lobby design between 4th and last even has some design features that can also be found in the mockup I sent you (after it turned out your initial design was way to cramped). Stop being so defensive about people’s thoughts about your map and do not immediately dismiss them as useless (You constantly go “i disagree””no you are wrong” “it’s not a slow map” etc).
Last edited by Koeitje,
“So don’t give me that bullshit that I don’t even provide constructive feedback.”
No one has stated that you haven’t given me constructive feedback Koeitje.
Please don’t refer or even try and say you’ve credited towards this map in terms of your mockup I still have it in my maps directory and despite your valiant and muchly appreciated effort I wouldn’t be proud of it to the extent of saying that i’ve used a design aspect/property off it?
I have plenty of alpha and beta testers to prove so otherwise. More importantly anyone who does come up with constructive feedback which sometimes I have incorporated into the map, I have always credited some examples
Genesis creating a side door for the ramp room and also moving it so it extends out onto cp3 rather than in or near cp2.
Runesky – Alot of design/visuals he thought that was inappropriate again credited for.
I haven’t got a problem admitting if i’ve been wrong in some cases of the map i do believe the map does need more pace and its slowed down as Fragga rightly suggested with the demoman and his stickies slowing down choke points so much.
There’s plenty of others, however the point is if you do say something useful and i’ve used it you’ll be mentioned, and if you haven’t yet you shall most certaintly right at the very end of this project.
Cheers
Byte
Last edited by byte,
I think the unfortunate reality of TF2 is that you can make a great map, trying to balance it for all nine classes and trying to offer something new to play, a different feel, different options, different gameplay. But in the end the community chips away at it making it increasingly scout dominated – extra routes are needed we all know this because things get bogged down, and rather than opt for another class like spy to break the choke we moan and groan and ask for extra ways to flank.
In effect what starts out as something new ends up becoming another badlands – and that’s not the fault of the community or the map designers but the fault of Valve. The community wants different gameplay options but this will never come until Valve make these utility classes more of a realistic option – or at least offer options to change to these classes much easier, like opening up all forward respawn areas or on-the-fly class changing by using a fancy quick-build engineer unlock or whatever.
Quoted from byte
“So don’t give me that bullshit that I don’t even provide constructive feedback.”
No one has stated that you haven’t given me constructive feedback Koeitje.
Please don’t refer or even try and say you’ve credited towards this map in terms of your mockup I still have it in my maps directory and despite your valiant and muchly appreciated effort I wouldn’t be proud of it to the extent of saying that i’ve used a design aspect/property off it?
You were implying it.
Frankly I don’t really care whether you used it or not, I’m just glad we had the same ideas. Just wanted to say that my quick mockup had many features that your current design also has (before I even saw that, this was a couple of days before you fixed it). Two main entrances, a staircase leading up to a place where people would wait before they would push because the lobby itself didn’t really offer much cover. You could still look down into the lobby though. From there one could push in through top but was semi protected from spam because of a wall/doorway (your current glass @ top). It also had a way on the sides for pushing in from the left (attackers Pov). Your old waterway but a better version of it, because the map needed a proper way to go for a backcap (the side hallway meets up in a place where the majority of the enemy team will be. Take for example badlands, the backstairs allows you to go outside if people are not watching it. On your map this is virtually impossible because everything can be watched. Hell, even on granary it is easier to get into the garage as a scout to slow the enemy down or whatever when defending last). To be quite honest, the only really unique thing you have going currently is balcony.
You’ve raised an interesting/debating point Fragga i must admit, and Koeitje thanks for your constructive views will look at them and consider.
Cheers
Byte
It would be great if spies also capped at x2. Except for last caps.
Last edited by Koeitje,
Starting to look really good, but it needs more optimization. Get so much fps drop on this map.
Main areas of fps optimization are lobby cp1 and cp2 left side (if attacking) is being fixed/sorted m8ty.
Watch out guys for rc2 its gonna be the biggest ever update i’ve done to the map since the alpha stage so… here’s hoping :x i’ll keep you guessing as to whats been changed, altered added ;).
Stay tuned.
Cheers
Byte
I’m guessing we’ll be seeing those tracks next to cp2. http://i45.tinypic.com/16c9eec.jpg
I’m really looking forward to seeing how this is going to turn out. I want it now. :(
considered putting a train into this map ;)
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