Forum
cp_obscure_remake_rc1 - Need a Mapper
Created 4th August 2009 @ 15:16
Add A Reply Pages: « Previous 1 ... 58 59 60 ... 109 Next »
Quoted from byte
Also I fail to see how the rollouts are affected if anything Chris
oh, hi.
i get stuck when i want to walk over the green marked area
http://i43.tinypic.com/j91s1g.jpg
also getting stuck sometimes if you fail to land on the higher box, making them even would be great
http://i41.tinypic.com/210as1s.jpg
and i think there is no need for this whole thing, you get stuck and as a sniper it is blocking you while you are zoomed and want to walk back round the corner
http://i42.tinypic.com/nv2iqg.jpg
maybe you should write the release dates for every obscure version here starting with b1 till final would look great :D, location small house left side 2nd cap if you are defending
http://i40.tinypic.com/70j03t.jpg
-Visual bugs: http://img218.imageshack.us/img218/1060/cpobscurerc50022.jpg + http://img203.imageshack.us/img203/6878/cpobscurerc50012.jpg + http://img42.imageshack.us/img42/6311/cpobscurerc50027.jpg + http://img46.imageshack.us/img46/9931/cpobscurerc50005.jpg + http://img46.imageshack.us/img46/9595/cpobscurerc50004.jpg + http://img684.imageshack.us/img684/5926/cpobscurerc50034.jpg + http://img208.imageshack.us/img208/8256/cpobscurerc50036.jpg
-This looks ugly: http://img15.imageshack.us/img15/1530/cpobscurerc50006.jpg + http://img188.imageshack.us/img188/9172/cpobscurerc50010.jpg + http://img541.imageshack.us/img541/162/cpobscurerc50000.jpg
-This poster too bright: http://img718.imageshack.us/img718/1664/cpobscurerc50031.jpg
-That snow looks strange: http://img163.imageshack.us/img163/3007/cpobscurerc50026.jpg
-I dont like this: http://img191.imageshack.us/img191/7058/cpobscurerc50025.jpg
-Make a hole like this: http://img196.imageshack.us/img196/8210/cpfreightfinal10040.jpg (your http://img257.imageshack.us/img257/8088/cpobscurerc50038.jpg )
Nice job Byte, new route sure should bring more action towards the left side of 2nd. Also, to bring more action to the house, maybe open up these doors: http://goo.gl/t00P (would require playtesting I’m sure)
Colours below the 1st point also look better (still not perfect but better).
And thanks for fixing the rollout on the left, not sure what Chris is on about with that video, I can make that jump pretty consistently (just aim at the corner?).
All in all it’s getting better all the time, keep it up!
Quoted from octochris
[…]
That’s been there since RC4. I mentioned it before and was told it didn’t affect rollouts, but in the matches we’ve played on it the majority of the time Malf misses his rollout through no fault of his own because he bounces off the walls, and skids off of the little landing balcony.
I thought everyone jumped from the left door up to the right. I’ve only ever seen the right spawn door used for heavys and pyros defending cp1. edit: like this http://www.youtube.com/watch?v=xprWKtr5fAc
Anyway the new route looks really nice and should help relieve the stalemates after one team captures cp3.
Last edited by Mark,
The 2nd cp is way too big now..
And why even bother making this large area when there only leads one way to it?
And you now can go from 3rd to last without being anywhere in range for a soldier who is trying to defend the 2nd cp and his medic
would it be easier for demomans to jump up there if it be like a triangle ?
http://i42.tinypic.com/9fpsmc.jpg
Quoted from Kingcrispy
The 2nd cp is way too big now..
And why even bother making this large area when there only leads one way to it?
And you now can go from 3rd to last without being anywhere in range for a soldier who is trying to defend the 2nd cp and his medic
To be fair you can do this on Badlands, and that’s why it works so well.
Quoted from Kingcrispy
The 2nd cp is way too big now..
And why even bother making this large area when there only leads one way to it?
And you now can go from 3rd to last without being anywhere in range for a soldier who is trying to defend the 2nd cp and his medic
its the same on badlands and works very well
Quoted from Kingcrispy
The 2nd cp is way too big now..
And why even bother making this large area when there only leads one way to it?
And you now can go from 3rd to last without being anywhere in range for a soldier who is trying to defend the 2nd cp and his medic
its the same on badlands and works very well
too slow… ;)
wtf i just edited…
Last edited by bpf,
OMG double post :O
Where is the Spanish Inquisition when needed?
However in order to give this post a purpose:
Those wooden planks under cp3 (or quite next to it, beneath the sniper spot) still tend to disappear when you are on the opposite side of the bridge with your back on the wall. Minor.
Like the changes to 2nd/4th (I play scout so I would).
Hope VALVe pick this up & make it official once it’s properly released as it’s easily as good any other 5 CP map. Yes even badlands.
Quoted from Malibu Stacey™
it’s easily as good any other 5 CP map. Yes even badlands.
qft
Quoted from davesan
update the multiplay server to the latest version =)
ps. map looks awesome
Done, is on all MP servers now, i’ve notified f2 to update the bot with rc5 for the pickups!
Cheers
Byte
Add A Reply Pages: « Previous 1 ... 58 59 60 ... 109 Next »