Great map been warming up on it with multiple classe
nice map, very simple & helpful!
i added a regen cfg i'd like to share for better use of your map
copy and paste [ alias denial "exec denial" ] without the brackets into your autoexec
drag my denial cfg into your cfg folder
just type [ denial ] into console and everything should load up correctly
i added a regen cfg i'd like to share for better use of your map
copy and paste [ alias denial "exec denial" ] without the brackets into your autoexec
drag [url=https://www.dropbox.com/s/edhqxe04aef8qrk/denial.cfg?dl=0]my denial cfg[/url] into your cfg folder
just type [ denial ] into console and everything should load up correctly
Thanks for the map and the updates! I've been using since v2 and it's really chill to play.
I'll just throw some suggestions based on myself and it's ok if you feel they're niche and not objectively an improvement.
- It's nice being able to play against 2 soldiers at once, but the stairs being narrow as they are and with the back wall/brush splashing it's not uncommon to be 2 rocketed while going up. Maybe add a brush in form of a tunnel above the stairs that eat projectiles? Imo there are better implementations than stairs (such as pads or an elevator) but if you feel like they're staying, I feel like it would make them less annoying.
- This happened in v2 as well, but when you don't do enough knockback to throw the bots back into the jump pads, they're useless sitting on the ground. Maybe make the whole bottom floor lava/jump pads? For both the bots and the player, so coming out of the control room we can just get propelled to the point quicker.
- For people that want to play against 2 soldiers to practice dealing with both bombing, after you kill one it's a cycle of one on the point and one starting the bomb. Maybe add a control labeled "delay bomb" so that the fresh respawned is snared/frozen before jumping, waiting for the second to be killed and respawned, then bomb together?
- Unless I'm mistaken, the control for the bot attack is inverted. They start attacking and the control is off/red, if you set it green they stay idle.
I'll just throw some suggestions based on myself and it's ok if you feel they're niche and not objectively an improvement.
[list]
[*] It's nice being able to play against 2 soldiers at once, but the stairs being narrow as they are and with the back wall/brush splashing it's not uncommon to be 2 rocketed while going up. Maybe add a brush in form of a tunnel above the stairs that eat projectiles? Imo there are better implementations than stairs (such as pads or an elevator) but if you feel like they're staying, I feel like it would make them less annoying.
[*] This happened in v2 as well, but when you don't do enough knockback to throw the bots back into the jump pads, they're useless sitting on the ground. Maybe make the whole bottom floor lava/jump pads? For both the bots and the player, so coming out of the control room we can just get propelled to the point quicker.
[*] For people that want to play against 2 soldiers to practice dealing with both bombing, after you kill one it's a cycle of one on the point and one starting the bomb. Maybe add a control labeled "delay bomb" so that the fresh respawned is snared/frozen before jumping, waiting for the second to be killed and respawned, then bomb together?
[*] Unless I'm mistaken, the control for the bot attack is inverted. They start attacking and the control is off/red, if you set it green they stay idle.
[/list]
for the v3 version in my opinion the spawn is a bit too far from the arena, when I die it takes me like 2 seconds of mindless pressing w, before I get back to getting airshot, whereas for v2 I think the distance was better. Just a small issue, but I think it would be a good thing to fix for v4.