Forum
cp_obscure_remake_rc1 - Need a Mapper
Created 4th August 2009 @ 15:16
Add A Reply Pages: « Previous 1 ... 91 92 93 ... 109 Next »
haven’t tried b3 yet, just played up to b2 and it’s definitely better than the old obscure.
It would be nice if you could spice it up with some nice custom textures, right now it kinda feels like a generic payload map, still gameplay-wise it’s a clear improvement over the old one so good work!
Got stuck while jumping around the map:
It’s pretty easy to replicate, although sometimes your helplessly stuck and have to suicide while other times you can get unstuck, making it a neat little hiding spot, although a bad one at that.
http://imgur.com/1ZuWk
http://imgur.com/fNxMQ
When I got stuck I turned on sv_cheats and noclipped to get free and was thrown violently into the skybox:
http://imgur.com/pMACb
Overall the map looks very nice, although I have yet to actually play any games on it.
We played it vs an equally bad team yesterday, and it feels like a stalemate map since the distances are incredible. But that can also be, because we don’t know the right jumps yet to push really quick. You can do awesome flickjumps on that map and bomb the medic on several points pretty easy.
Only thing i fear is snipers on this map.. it’s kinda sniper friendly, especially second.
I really enjoyed the new version of this map :)
Last edited by Andee,
Played b2 twice and b3 once, overall feels like a solid map. =) Good job Vince & Byte!
Not sure if this bug has been mentioned already: My team was capping mid, I was spawning exactly the moment it was capped. Instead of spawning in the forward spawn, I got additional 7 seconds respawn time.
http://cloud.steampowered.com/ugc/540652347942573978/1C87D2E9FDA3BAD174CDD21F97319463A05492BD/ Hidden Stickies
http://cloud.steampowered.com/ugc/540652347942576199/E2B9CB5935FCB48241F765F5B4F15945859EDAB1/ & http://cloud.steampowered.com/ugc/540652347942577262/38362135C36D648B514919B665DFDAAFA1CB81EC/ No idea what that is, but doesn’t look nice
Cheers,
Pinky
Last edited by Pynklùùùnningen,
Quoted from Pynklùùùnningen
http://cloud.steampowered.com/ugc/540652347942573978/1C87D2E9FDA3BAD174CDD21F97319463A05492BD/ Hidden Stickies
Found those out the hard way a few days back. They cover almost the entire tunnel.
On b3, are you meant to be able to/does it matter its possible to put a sentry on the rocky thing on second?
EDIT: Picture – http://steamcommunity.com/id/Harvir/screenshot/595821443389406338
Last edited by laerin,
Quoted from laerin
On b3, are you meant to be able to/does it matter its possible to put a sentry on the rocky thing on second?
EDIT: Picture – http://steamcommunity.com/id/Harvir/screenshot/595821443389406338
You can put a sentry there, but it doesn’t matter as much imo. What I am more concerned of is a heavy climbing it. Then again, the run distances are so large that heavy is rather useless anyway.
And I know about the stickies in the light, it’s ok :). You better check it before running past it though.
played this a few times now, and the huge spaces from cp1 & 2 are just too much, for rollout & pushing out from last, you simply need too much time to walk there.
I would suggest make the cp1 area smaller as well as cp2 area. I think lobby is fine.
Other than that it’s a good map.
Last edited by Netsky,
Is there any reason why spawn is so huge? Strikes me as the most impractically designed spawn area ever as it seems that width (which is terrible for rollouts) is there to compensate for a low spawntime (which could easily be changed). Not too fond of the new lobby design or the random spire on last either. It’s a shame really since I always enjoyed playing obscure, moreso than gullywash, and felt that it only needed a couple of tweaks to fix a lot of the problems people had with it.
Also I don’t know if http://imageshack.us/f/641/windowmu.jpg/ has been mentioned before on the bug side of things. Oh and please make sure that blu logos are used on the blu side, the red logos around cp2 for example are visually confusing.
Last edited by Vali,
When we played this the other day, it felt like we were running a marathon just to get to middle point at the start of a round. After capping it, I found that half of my team had to sit down and get their breath back before we continued pushing.
The map feels a little bit slow with the long distances, and like Vali says the initial spawn does seem way too big.
I’d actually prefer to play the old obscure >_>
Quoted from WARHURYEAH
I’d actually prefer to play the old obscure >_>
I really enjoyed the old one, with 1-2 subtle tweaks to last point it would’ve been more awesome!
The new one is an interesting idea, but it just seems like bits of scenery are in the map for the sake of it, rather than to add anything of substance.
Add A Reply Pages: « Previous 1 ... 91 92 93 ... 109 Next »