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mge_training_v8_beta1
91
#91
8 Frags +

Alright, mge_training_v8_Beta3 and MGEMod 1.0.5 are ready for public use! Included in the file at the bottom of the post is the MGEMod 1.0.5 package to upgrade your server as well as the BSP and FastDL versions of the map, all ready to go. The included mgemod_spawns.cfg supports V8 Beta3, Beta 2 and legacy V7 in case you still wanted to run those for whatever reason.

Changes from Beta2:
-Adapted Turris, Trainyard_Cool and Duel_Duel for MGE V8. Map is now full and no additional arenas can be added.
-Made Badlands Mid chokes non-solid again since they don't exist in the real version. (the func_brush was changed by accident to Always Solid sometime during development).
-Cleaned up player clip on Trainyard and made it extend through the top of the skybox so players cannot walk on the fences.
-Fixed the sole info_player_teamspawn so that its spawn point is clear again.

Download the MGE V8 Beta3 + MGEMod 1.0.5 package here (37.5 MB): https://dl.dropbox.com/u/53256537/MGE_V8_BETA3_%2B_MGEMod105_1_6_2013.zip

Alright, mge_training_v8_Beta3 and MGEMod 1.0.5 are ready for public use! Included in the file at the bottom of the post is the MGEMod 1.0.5 package to upgrade your server as well as the BSP and FastDL versions of the map, all ready to go. The included mgemod_spawns.cfg supports V8 Beta3, Beta 2 and legacy V7 in case you still wanted to run those for whatever reason.

Changes from Beta2:
-Adapted Turris, Trainyard_Cool and Duel_Duel for MGE V8. Map is now full and no additional arenas can be added.
-Made Badlands Mid chokes non-solid again since they don't exist in the real version. (the func_brush was changed by accident to Always Solid sometime during development).
-Cleaned up player clip on Trainyard and made it extend through the top of the skybox so players cannot walk on the fences.
-Fixed the sole info_player_teamspawn so that its spawn point is clear again.

Download the MGE V8 Beta3 + MGEMod 1.0.5 package here (37.5 MB): https://dl.dropbox.com/u/53256537/MGE_V8_BETA3_%2B_MGEMod105_1_6_2013.zip
92
#92
2 Frags +

Thanks Jstn for all your work! IT's awesome to have these updates as well as have our feedback heard. Thanks for it all, seriously.

Yay~

Thanks Jstn for all your work! IT's awesome to have these updates as well as have our feedback heard. Thanks for it all, seriously.

Yay~
93
#93
4 Frags +

Justin, can you change viaduct mid to viaduct pro mid? And replace waste with process spire?

Justin, can you change viaduct mid to viaduct pro mid? And replace waste with process spire?
94
#94
5 Frags +

Since my original intention with MGE V8 was to make an exact MGE V7 replacement that was cleaned up, fixed exploits and had more arenas, I do not intend to make any arena changes to MGE V8 from now on. I would rather start on a completely new map (if I choose to spend weeks developing another one) that likely won't have any of the legacy training arenas that MGE V7 and its successor MGE V8 do. Until the possibility of an additional map comes to being, I would like to continue testing MGE V8 and finalize it sometime soon when there are no more issues with it.

If/when MGE V9 development begins, I will definitely consult the community for map suggestions. Starting off new would also be beneficial if we choose multiple sections of a single map for MGE arenas, as I could more easily partition those maps into sections rather than designing barriers and such that could actually add to the map size when some assets may be able to be shared (like in Badlands, for example)

Since my original intention with MGE V8 was to make an exact MGE V7 replacement that was cleaned up, fixed exploits and had more arenas, I do not intend to make any arena changes to MGE V8 from now on. I would rather start on a completely new map (if I choose to spend weeks developing another one) that likely won't have any of the legacy training arenas that MGE V7 and its successor MGE V8 do. Until the possibility of an additional map comes to being, I would like to continue testing MGE V8 and finalize it sometime soon when there are no more issues with it.

If/when MGE V9 development begins, I will definitely consult the community for map suggestions. Starting off new would also be beneficial if we choose multiple sections of a single map for MGE arenas, as I could more easily partition those maps into sections rather than designing barriers and such that could actually add to the map size when some assets may be able to be shared (like in Badlands, for example)
95
#95
4 Frags +

Guess whose 1 month old SSD decided to die and wipe itself just now? MINE. Please back up all the things that are of importance to you onto at least two separate backup mediums NOW. In other news, looks like the Beta3 VMF is gone, and I am once again frustrated at my recent luck with non-volatile storage devices (this is like number 5 in the last 2 months or so). My fault, my problem and now I have to pay the price of having lots of work lost. Please learn from my mistakes and take proper measures to avoid data loss...

Guess whose 1 month old SSD decided to die and wipe itself just now? MINE. Please back up all the things that are of importance to you onto at least two separate backup mediums NOW. In other news, looks like the Beta3 VMF is gone, and I am once again frustrated at my recent luck with non-volatile storage devices (this is like number 5 in the last 2 months or so). My fault, my problem and now I have to pay the price of having lots of work lost. Please learn from my mistakes and take proper measures to avoid data loss...
96
#96
0 Frags +

Did you fix the classlimits cvar

mgemod_allowed_classes

?

It broke some time ago.

Did you fix the classlimits cvar [code]mgemod_allowed_classes[/code]?

It broke some time ago.
97
#97
0 Frags +

That's unfortunate.. I'm running beta3 on my server since release and the new arenas are good. Unfortunately, process still spawn on 0,0,0 in some cases, I believe it has to do with the mindist between respawns, and at some point of the map there's not a respawn that meets the criteria, not sure about that tho.

That's unfortunate.. I'm running beta3 on my server since release and the new arenas are good. Unfortunately, process still spawn on 0,0,0 in some cases, I believe it has to do with the mindist between respawns, and at some point of the map there's not a respawn that meets the criteria, not sure about that tho.
98
#98
0 Frags +
tehh4ck3rJustin, can you change viaduct mid to viaduct pro mid? And replace waste with process spire?

Why does it matter if it is pro. but i totally agree with the changing waste to process.

[quote=tehh4ck3r]Justin, can you change viaduct mid to viaduct pro mid? And replace waste with process spire?[/quote]
Why does it matter if it is pro. but i totally agree with the changing waste to process.
99
#99
0 Frags +

beta 3 is really nice. thanks for all the hard work Jstn and lange. Sorry to hear of your SSD issues man that sucks big time. cant you use vmex to decompile and get the vmf. I'm not a mapper at all so sorry if im wrong :)

beta 3 is really nice. thanks for all the hard work Jstn and lange. Sorry to hear of your SSD issues man that sucks big time. cant you use vmex to decompile and get the vmf. I'm not a mapper at all so sorry if im wrong :)
100
#100
1 Frags +
humbugbeta 3 is really nice. thanks for all the hard work Jstn and lange. Sorry to hear of your SSD issues man that sucks big time. cant you use vmex to decompile and get the vmf. I'm not a mapper at all so sorry if im wrong :)

Thanks, I'm glad you are enjoying it so far. And yeah, I can use VMEX (I actually use BSPSrc because it is newer) but doing so doesn't make a perfect VMF and you can get a lot of errors like brushes that look fine in Hammer but are invisible in the compiled version, missing textures, etc. Thinking about decompiling it and copying the newest added brushes to a real Beta2 VMF to cut down on the amount of possible errors. MGE V7 honestly decompiled like 98% correctly so I might be alright.

My friend asked about changing Turris to Ammomod settings and putting spawn doors/gates on Duel. What do you guys think?

[quote=humbug]beta 3 is really nice. thanks for all the hard work Jstn and lange. Sorry to hear of your SSD issues man that sucks big time. cant you use vmex to decompile and get the vmf. I'm not a mapper at all so sorry if im wrong :)[/quote]

Thanks, I'm glad you are enjoying it so far. And yeah, I can use VMEX (I actually use BSPSrc because it is newer) but doing so doesn't make a perfect VMF and you can get a lot of errors like brushes that look fine in Hammer but are invisible in the compiled version, missing textures, etc. Thinking about decompiling it and copying the newest added brushes to a real Beta2 VMF to cut down on the amount of possible errors. MGE V7 honestly decompiled like 98% correctly so I might be alright.

My friend asked about changing Turris to Ammomod settings and putting spawn doors/gates on Duel. What do you guys think?
101
#101
1 Frags +

if turris is currently set up like endif, then it should be left like that. the point of that map is airshots imo.

if turris is currently set up like endif, then it should be left like that. the point of that map is airshots imo.
102
#102
1 Frags +

Currently, all new arenas are set to MGE mode. I will gladly change specific ones if the consensus is that they should have endif or ammomod settings.

Haven't had time to get my computer sorted out yet, maybe this weekend.

Currently, all new arenas are set to MGE mode. I will gladly change specific ones if the consensus is that they should have endif or ammomod settings.

Haven't had time to get my computer sorted out yet, maybe this weekend.
103
#103
2 Frags +

What was the point of adding duel again? With or without spawn doors/gates, it would still be a hassle to get out of spawn without getting shot at unless you and your opponent have like some sort of agreement (which let's face it, it's mge players we're talking about). If you literally get rid of the 2 spawn bases the arena becomes just another Ammomod [MGE] arena, which is cool I guess.

What was the point of adding duel again? With or without spawn doors/gates, it would still be a hassle to get out of spawn without getting shot at unless you and your opponent have like some sort of agreement (which let's face it, it's mge players we're talking about). If you literally get rid of the 2 spawn bases the arena becomes just another Ammomod [MGE] arena, which is cool I guess.
104
#104
1 Frags +

number 5 in the last 2 months for SSD failures?? what drives are these?

number 5 in the last 2 months for SSD failures?? what drives are these?
105
#105
1 Frags +

yeah Turris for me is all about the airshots

yeah Turris for me is all about the airshots
106
#106
0 Frags +

I changed turris midair on my server right away...would be cool if there were two turris arenas, so you could have one for midair and one with ammomod settings. (Is that hard to do yourself? Never used hammer)

imho the trainyard arena plays kinda bad, solly vs sollys at least, one thing is that the spawns seemed to be set up so it's pretty much everything happening on the blue double crates and the double crates are too far apart to make jumping each other from them not viable.

I changed turris midair on my server right away...would be cool if there were two turris arenas, so you could have one for midair and one with ammomod settings. (Is that hard to do yourself? Never used hammer)

imho the trainyard arena plays kinda bad, solly vs sollys at least, one thing is that the spawns seemed to be set up so it's pretty much everything happening on the blue double crates and the double crates are too far apart to make jumping each other from them not viable.
107
#107
1 Frags +

None of you guys are having issues with process spawning on 0,0,0 sometimes? Just me?

None of you guys are having issues with process spawning on 0,0,0 sometimes? Just me?
108
#108
1 Frags +
procyonNone of you guys are having issues with process spawning on 0,0,0 sometimes? Just me?

just played 3 process mid rounds and at the second i got teleported to a dark room with the description of mge mod, put kill in console and then respawned in the map again...
anybody experienced that too?

[quote=procyon]None of you guys are having issues with process spawning on 0,0,0 sometimes? Just me?[/quote]

just played 3 process mid rounds and at the second i got teleported to a dark room with the description of mge mod, put kill in console and then respawned in the map again...
anybody experienced that too?
109
#109
0 Frags +

I can probably take a look at the spawns sometime this weekend. I wonder if something such as the minimum distance is a problem which causes the function that respawns you to fail once and send you to the map's origin.

As for Turris, I could certainly scrap Duel and put another copy of Turris in there with different settings if enough free brushes are available. The viability of Duel seems questionable anyway so I might as well nuke it and copy Turris again.

For Trainyard, are you requesting the spawns to be closer to the center, or possibly more spawns that aren't in the corners of the map?

I can probably take a look at the spawns sometime this weekend. I wonder if something such as the minimum distance is a problem which causes the function that respawns you to fail once and send you to the map's origin.

As for Turris, I could certainly scrap Duel and put another copy of Turris in there with different settings if enough free brushes are available. The viability of Duel seems questionable anyway so I might as well nuke it and copy Turris again.

For Trainyard, are you requesting the spawns to be closer to the center, or possibly more spawns that aren't in the corners of the map?
110
#110
1 Frags +
Jstn7477I can probably take a look at the spawns sometime this weekend. I wonder if something such as the minimum distance is a problem which causes the function that respawns you to fail once and send you to the map's origin.

As for Turris, I could certainly scrap Duel and put another copy of Turris in there with different settings if enough free brushes are available. The viability of Duel seems questionable anyway so I might as well nuke it and copy Turris again.

For Trainyard, are you requesting the spawns to be closer to the center, or possibly more spawns that aren't in the corners of the map?

as long as there's a version of turris in there with endif-style settings, i'll love you.

[quote=Jstn7477]I can probably take a look at the spawns sometime this weekend. I wonder if something such as the minimum distance is a problem which causes the function that respawns you to fail once and send you to the map's origin.

As for Turris, I could certainly scrap Duel and put another copy of Turris in there with different settings if enough free brushes are available. The viability of Duel seems questionable anyway so I might as well nuke it and copy Turris again.

For Trainyard, are you requesting the spawns to be closer to the center, or possibly more spawns that aren't in the corners of the map?[/quote]

as long as there's a version of turris in there with endif-style settings, i'll love you.
111
#111
0 Frags +

does this conflict with SOAP-DM or smth? Just installed it to my server, I can join a team and chill in that black box. /add does nothing so I assume mge is not loading.

does this conflict with SOAP-DM or smth? Just installed it to my server, I can join a team and chill in that black box. /add does nothing so I assume mge is not loading.
112
#112
0 Frags +

Doesn't conflict with Soap-DM. Assuming you have sourcemod in your server, double-check if mgemod plugin is loaded. If it's loaded, probably it's the mgemod_spawn.cfg that isn't updated to support the new map.

Doesn't conflict with Soap-DM. Assuming you have sourcemod in your server, double-check if mgemod plugin is loaded. If it's loaded, probably it's the mgemod_spawn.cfg that isn't updated to support the new map.
113
#113
0 Frags +
Jstn7477I can probably take a look at the spawns sometime this weekend. I wonder if something such as the minimum distance is a problem which causes the function that respawns you to fail once and send you to the map's origin.

As for Turris, I could certainly scrap Duel and put another copy of Turris in there with different settings if enough free brushes are available. The viability of Duel seems questionable anyway so I might as well nuke it and copy Turris again.

For Trainyard, are you requesting the spawns to be closer to the center, or possibly more spawns that aren't in the corners of the map?

Turris might be better with either ammomod health (1200hp for soldiers) or possible endif style where you have to hit 5 airshots in order to win.
I already have some pretty solid trainyard spawns which i can show to you if you want, but the current ones are fine too.
duel arena should be with ammomod health and restart after a kill (might be better to have gates too so you can not do dmg before you can start moving)

Can you consider adding the maze arena & granary_ultimate? I played that arena quite a lot in private mge sessions with mike and those 2 definitely belonged to the favourite arena's

cheers

[quote=Jstn7477]I can probably take a look at the spawns sometime this weekend. I wonder if something such as the minimum distance is a problem which causes the function that respawns you to fail once and send you to the map's origin.

As for Turris, I could certainly scrap Duel and put another copy of Turris in there with different settings if enough free brushes are available. The viability of Duel seems questionable anyway so I might as well nuke it and copy Turris again.

For Trainyard, are you requesting the spawns to be closer to the center, or possibly more spawns that aren't in the corners of the map?[/quote]

Turris might be better with either ammomod health (1200hp for soldiers) or possible endif style where you have to hit 5 airshots in order to win.
I already have some pretty solid trainyard spawns which i can show to you if you want, but the current ones are fine too.
duel arena should be with ammomod health and restart after a kill (might be better to have gates too so you can not do dmg before you can start moving)

Can you consider adding the maze arena & granary_ultimate? I played that arena quite a lot in private mge sessions with mike and those 2 definitely belonged to the favourite arena's

cheers
114
#114
0 Frags +
Jstn7477(...)
For Trainyard, are you requesting the spawns to be closer to the center, or possibly more spawns that aren't in the corners of the map?

About Trainyard, I've tried it again, Spawns are ok I guess, I just don't really like the map (we ended up playing with gunboats) It's just not going to be a fav of mine. I'd much rather see that Granary Ultimate or Whiskas instead of Trainyard. But thats a different story.

@MightyMe, would you mind sharing the maps+mge spawns you mentioned?

[quote=Jstn7477](...)
For Trainyard, are you requesting the spawns to be closer to the center, or possibly more spawns that aren't in the corners of the map?[/quote]

About Trainyard, I've tried it again, Spawns are ok I guess, I just don't really like the map (we ended up playing with gunboats) It's just not going to be a fav of mine. I'd much rather see that Granary Ultimate or Whiskas instead of Trainyard. But thats a different story.

@MightyMe, would you mind sharing the maps+mge spawns you mentioned?
115
#115
0 Frags +

Pretty good; never really understood trainyard that much and didn't really enjoy it. Turris was pretty good.

Pretty good; never really understood trainyard that much and didn't really enjoy it. Turris was pretty good.
116
#116
0 Frags +
slateJstn7477(...)
For Trainyard, are you requesting the spawns to be closer to the center, or possibly more spawns that aren't in the corners of the map?

About Trainyard, I've tried it again, Spawns are ok I guess, I just don't really like the map (we ended up playing with gunboats) It's just not going to be a fav of mine. I'd much rather see that Granary Ultimate or Whiskas instead of Trainyard. But thats a different story.

@MightyMe, would you mind sharing the maps+mge spawns you mentioned?

I can, but it won't work for mge_v8 since the coordinates are off, so you will have to use "my" version of the mge map + mge spawns so you can see what they actually are.

[quote=slate][quote=Jstn7477](...)
For Trainyard, are you requesting the spawns to be closer to the center, or possibly more spawns that aren't in the corners of the map?[/quote]

About Trainyard, I've tried it again, Spawns are ok I guess, I just don't really like the map (we ended up playing with gunboats) It's just not going to be a fav of mine. I'd much rather see that Granary Ultimate or Whiskas instead of Trainyard. But thats a different story.

@MightyMe, would you mind sharing the maps+mge spawns you mentioned?[/quote]


I can, but it won't work for mge_v8 since the coordinates are off, so you will have to use "my" version of the mge map + mge spawns so you can see what they actually are.
117
#117
0 Frags +
Jstn7477

I'm not sure if this is a good idea or not, but what about the creation of a 2v2 arena?
It's like playing DM, but yet it is less "pure dm" and remains MGE, except it's 2v2.

The trainyard arena ( i tried it before ) is pretty cool to play 2v2 on, do you think it is a posibility to create an arena ( coding wise ) that allows you to play 2v2?

might be a stupid idea, i dont know, tell me what u think about it

[quote=Jstn7477][/quote]

I'm not sure if this is a good idea or not, but what about the creation of a 2v2 arena?
It's like playing DM, but yet it is less "pure dm" and remains MGE, except it's 2v2.

The trainyard arena ( i tried it before ) is pretty cool to play 2v2 on, do you think it is a posibility to create an arena ( coding wise ) that allows you to play 2v2?

might be a stupid idea, i dont know, tell me what u think about it
118
#118
0 Frags +

If you bring out the Dead Ringer you'll see the Spy's arm on any class

If you bring out the Dead Ringer you'll see the Spy's arm on any class
119
#119
2 Frags +
MightyMeJstn7477
I'm not sure if this is a good idea or not, but what about the creation of a 2v2 arena?
It's like playing DM, but yet it is less "pure dm" and remains MGE, except it's 2v2.

The trainyard arena ( i tried it before ) is pretty cool to play 2v2 on, do you think it is a posibility to create an arena ( coding wise ) that allows you to play 2v2?

might be a stupid idea, i dont know, tell me what u think about it

Coding support for 2v2 would be up to Lange to consider. I'm just the freelance mapper for MGE V8.

***

Anyway, here's a question I should ask for the continuation of map development, since nobody seems to have made me aware of any real problems besides spawns or arena settings and not physical map problems or exploits.

Should I:
a)Remove Duel, copy Turris and set one Turris arena to Endif and the other to Ammomod.
b)Keep Duel and the single Turris arena, but try to do something different with Duel like more spawns, gates or different settings, and change Turris to different settings.
c)Something else (please explain in detail). Do not ask me to remove any existing arenas (besides possibly changing the newest three) as I have already explained why in a previous post on this thread. :)

Keep in mind that my map cannot please everyone. Some players are bound to hate <insert arena name here> for whatever reason, and I doubt I can come up with a map where 100% of players like 100% of the arenas. Remember to provide detailed, constructive reasoning as to why something should be changed or done better so that I can make changes that a majority of players will agree with. Bear with me because admittedly, I don't really play MGE or competitively even (I'm literally out of my house from like 7:30 AM to 9-10PM during the week) and I am working on this on some weekends if I can, which is why I'm here on these forums for feedback from MGE/competitive players. My goal is to improve MGE for everyone, not just on my servers. I've enjoyed learning about mapping with the MGE V8 project. :)

[quote=MightyMe][quote=Jstn7477][/quote]

I'm not sure if this is a good idea or not, but what about the creation of a 2v2 arena?
It's like playing DM, but yet it is less "pure dm" and remains MGE, except it's 2v2.

The trainyard arena ( i tried it before ) is pretty cool to play 2v2 on, do you think it is a posibility to create an arena ( coding wise ) that allows you to play 2v2?

might be a stupid idea, i dont know, tell me what u think about it[/quote]

Coding support for 2v2 would be up to Lange to consider. I'm just the freelance mapper for MGE V8.

***

Anyway, here's a question I should ask for the continuation of map development, since nobody seems to have made me aware of any real problems besides spawns or arena settings and not physical map problems or exploits.

Should I:
a)Remove Duel, copy Turris and set one Turris arena to Endif and the other to Ammomod.
b)Keep Duel and the single Turris arena, but try to do something different with Duel like more spawns, gates or different settings, and change Turris to different settings.
c)Something else (please explain in detail). Do not ask me to remove any existing arenas (besides possibly changing the newest three) as I have already explained why in a previous post on this thread. :)

Keep in mind that my map cannot please everyone. Some players are bound to hate <insert arena name here> for whatever reason, and I doubt I can come up with a map where 100% of players like 100% of the arenas. Remember to provide detailed, constructive reasoning as to why something should be changed or done better so that I can make changes that a majority of players will agree with. Bear with me because admittedly, I don't really play MGE or competitively even (I'm literally out of my house from like 7:30 AM to 9-10PM during the week) and I am working on this on some weekends if I can, which is why I'm here on these forums for feedback from MGE/competitive players. My goal is to improve MGE for everyone, not just on my servers. I've enjoyed learning about mapping with the MGE V8 project. :)
120
#120
1 Frags +
Jstn7477Coding support for 2v2 would be up to Lange to consider. I'm just the freelance mapper for MGE V8.

***

Anyway, here's a question I should ask for the continuation of map development, since nobody seems to have made me aware of any real problems besides spawns or arena settings and not physical map problems or exploits.

Should I:
a)Remove Duel, copy Turris and set one Turris arena to Endif and the other to Ammomod.
b)Keep Duel and the single Turris arena, but try to do something different with Duel like more spawns, gates or different settings, and change Turris to different settings.
c)Something else (please explain in detail). Do not ask me to remove any existing arenas (besides possibly changing the newest three) as I have already explained why in a previous post on this thread. :)

Keep in mind that my map cannot please everyone. Some players are bound to hate <insert arena name here> for whatever reason, and I doubt I can come up with a map where 100% of players like 100% of the arenas. Remember to provide detailed, constructive reasoning as to why something should be changed or done better so that I can make changes that a majority of players will agree with. Bear with me because admittedly, I don't really play MGE or competitively even (I'm literally out of my house from like 7:30 AM to 9-10PM during the week) and I am working on this on some weekends if I can, which is why I'm here on these forums for feedback from MGE/competitive players. My goal is to improve MGE for everyone, not just on my servers. I've enjoyed learning about mapping with the MGE V8 project. :)

I'd consult with some people about adjusting turris and duel. They're cool maps, I think they can still be polished though, before it's finalized and everyone outcries every little change.

[quote=Jstn7477]
Coding support for 2v2 would be up to Lange to consider. I'm just the freelance mapper for MGE V8.

***

Anyway, here's a question I should ask for the continuation of map development, since nobody seems to have made me aware of any real problems besides spawns or arena settings and not physical map problems or exploits.

Should I:
a)Remove Duel, copy Turris and set one Turris arena to Endif and the other to Ammomod.
b)Keep Duel and the single Turris arena, but try to do something different with Duel like more spawns, gates or different settings, and change Turris to different settings.
c)Something else (please explain in detail). Do not ask me to remove any existing arenas (besides possibly changing the newest three) as I have already explained why in a previous post on this thread. :)

Keep in mind that my map cannot please everyone. Some players are bound to hate <insert arena name here> for whatever reason, and I doubt I can come up with a map where 100% of players like 100% of the arenas. Remember to provide detailed, constructive reasoning as to why something should be changed or done better so that I can make changes that a majority of players will agree with. Bear with me because admittedly, I don't really play MGE or competitively even (I'm literally out of my house from like 7:30 AM to 9-10PM during the week) and I am working on this on some weekends if I can, which is why I'm here on these forums for feedback from MGE/competitive players. My goal is to improve MGE for everyone, not just on my servers. I've enjoyed learning about mapping with the MGE V8 project. :)[/quote]

I'd consult with some people about adjusting turris and duel. They're cool maps, I think they can still be polished though, before it's finalized and everyone outcries every little change.
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