I realized recently that steel, along with upward, is one of the few maps played commonly in highlander without a promod. What kind of changes would be beneficial in a pro version of cp_steel? It's a map which hasn't really been changed since 2009 so there definitely should be at least a few things it could benefit from.
What would you like to see in a cp_steel_pro?
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Map Discussion
I realized recently that steel, along with upward, is one of the few maps played commonly in highlander without a promod. What kind of changes would be beneficial in a pro version of cp_steel? It's a map which hasn't really been changed since 2009 so there definitely should be at least a few things it could benefit from.
Jokes about Steel aside:
- Maybe turning the A -> B dropdown shortcut into a staircase or something, so you can rotate back from B to A without rotating through spawn after you capture A.
- So many weird pathing problems on the last point that could definitely be resolved, especially when it comes to the rocket up top.
- It's possible that better health/ammo kits might be needed in the B -> C connector, but I honestly don't remember and you should gauge from higher level HL feedback. I distinctly recall having to fall back to the packs behind B and that's pretty tough for a point that's already sort of difficult to take.
I'm sure there's something obvious I'm forgetting.
Also regarding Upward, it's a solid map and the only things I would change would be maybe the floor wonkiness/explosion inconsistencies around the A->B tunnel floor, and the last point underground area. And of course fixing the tele exit exploit.
Jokes about Steel aside:
[list]
[*] Maybe turning the A -> B dropdown shortcut into a staircase or something, so you can rotate back from B to A without rotating through spawn after you capture A.
[*] So many weird pathing problems on the last point that could definitely be resolved, especially when it comes to the rocket up top.
[*] It's possible that better health/ammo kits might be needed in the B -> C connector, but I honestly don't remember and you should gauge from higher level HL feedback. I distinctly recall having to fall back to the packs behind B and that's pretty tough for a point that's already sort of difficult to take.
[/list]
I'm sure there's something obvious I'm forgetting.
Also regarding Upward, it's a solid map and the only things I would change would be maybe the floor wonkiness/explosion inconsistencies around the A->B tunnel floor, and the last point underground area. And of course fixing the tele exit exploit.
[list]
[*] Maybe turning the A -> B dropdown shortcut into a staircase or something, so you can rotate back from B to A without rotating through spawn after you capture A.
[*] So many weird pathing problems on the last point that could definitely be resolved, especially when it comes to the rocket up top.
[*] It's possible that better health/ammo kits might be needed in the B -> C connector, but I honestly don't remember and you should gauge from higher level HL feedback. I distinctly recall having to fall back to the packs behind B and that's pretty tough for a point that's already sort of difficult to take.
[/list]
I'm sure there's something obvious I'm forgetting.
Also regarding Upward, it's a solid map and the only things I would change would be maybe the floor wonkiness/explosion inconsistencies around the A->B tunnel floor, and the last point underground area. And of course fixing the tele exit exploit.
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