you guys could try a night of invite pugs or something on this and stream, etc, mite_b_cool
Awesome from the looks of it. I'm looking forward to pugging on the map. I was really into map making back when I was a young whippersnapper playing halo 3 but was overwhelmed when I first looked at hammer. Is there a nice tutorial you would recommend? Also how much time did you spend making the first version of the map? (if you don't mind me asking)
Going to test this map for sure during the new map pugs on Saturday at 7 ET.
I was jumping around, and I found out that you can jump from the water to mid.It's cool.
Found this on mid. Its on both sides of the point.
[img]http://i.imgur.com/BNzIsJe.jpg[/img]
[img]http://i.imgur.com/FUEE3Qp.jpg[/img]
Well heres a few things we noticed while pugging:
-Stickies stick to the shutter doors, they just float in mid air.
-You die when switching classes in your spawn at last
-Last caps sooooo fast a spy can decloak on it and win easily
-The sniper sightline on the right side is really overpowered, you can see everything and if something jumps you can back into spawn easily so you are basically invincible
-Second caps sooo slow you can backcap mid while they get second
-Mid is so wide its hard to do anything
-There is no real "choke" at mid just lots of really open doorways, there needs to be some sort of enclosed choke for people
-Way too many flanks, they are really confusing to navigate as well
-Lost of empty useless space you can do without, like the water and logs at mid flank, why do you need 2 tiers of flank?
-Last is hard to push into and hard to push out of so you end up stalemating, only spy or sniper can break an even uber stalemate.
-Demo rollout is near impossible as the jump from second to mid doesnt exist, you would need 2 jumps and there is nowhere to get health on the way.
-I don't see the need for the crates on right side of last, they dont have too much of a purpose other than obstruct the sighline for people to attack a sniper.
This is the sniper spot i'm talking about: http://i.imgur.com/AofrUxl.jpg
Overall it needs a lot of work but make it a bit smaller and fix these issues, you could have a really good map
-Stickies stick to the shutter doors, they just float in mid air.
-You die when switching classes in your spawn at last
-Last caps sooooo fast a spy can decloak on it and win easily
-The sniper sightline on the right side is really overpowered, you can see everything and if something jumps you can back into spawn easily so you are basically invincible
-Second caps sooo slow you can backcap mid while they get second
-Mid is so wide its hard to do anything
-There is no real "choke" at mid just lots of really open doorways, there needs to be some sort of enclosed choke for people
-Way too many flanks, they are really confusing to navigate as well
-Lost of empty useless space you can do without, like the water and logs at mid flank, why do you need 2 tiers of flank?
-Last is hard to push into and hard to push out of so you end up stalemating, only spy or sniper can break an even uber stalemate.
-Demo rollout is near impossible as the jump from second to mid doesnt exist, you would need 2 jumps and there is nowhere to get health on the way.
-I don't see the need for the crates on right side of last, they dont have too much of a purpose other than obstruct the sighline for people to attack a sniper.
This is the sniper spot i'm talking about: http://i.imgur.com/AofrUxl.jpg
Overall it needs a lot of work but make it a bit smaller and fix these issues, you could have a really good map
agreed with lazypanda, specially about the too many flanks, I ended up being behind the enemy team even when I didn't want to, and there are places in mid where there's literally no reason to go to unless you want to feed the other team an easy kill
stv's and vod of the pugs
http://teamfortress.tv/forum/thread/5376-new-map-pugs-are-returning-again/2#post-76213
stv's and vod of the pugs
http://teamfortress.tv/forum/thread/5376-new-map-pugs-are-returning-again/2#post-76213
this map is getting a lot of good feedback, I'm jealous :>
Thanks to all
Bio ... this error is due to a card that does not appear in your DirectX (you should be using dx 8 or less) will fix it so that your dx see this object :)
LazyPanda ... I'll try to reduce but, as always, I ask that you show pictures with game ideas (as done by b4nny)
It is very difficult to imagine without a picture
I'll try to update this map as fast as I can, my time is more taken by my college
Bio ... this error is due to a card that does not appear in your DirectX (you should be using dx 8 or less) will fix it so that your dx see this object :)
LazyPanda ... I'll try to reduce but, as always, I ask that you show pictures with game ideas (as done by b4nny)
It is very difficult to imagine without a picture
I'll try to update this map as fast as I can, my time is more taken by my college
Ok here are some pictures for you with my personal thoughts, other people probably see different things.
Again, still fix cap time on last and second, and fix spawns so I don't die when changing from sniper to scout or something similar.
http://i.imgur.com/XVm1iy6.jpg
Those crates in red don't do much but help defensive snipers and block pushes into last. The door in blue is where most teams push, and really really easy to watch as sniper with spawn just to your left.
http://i.imgur.com/LzNZauF.jpg
These are the 3 doors teams push from. The door on the right is blocked by crates and far away, so there is no reason to push there. The open door is small and has little ground to walk on so most teams push from the far left. This works however sniper is a huge issue when pushing out.
http://i.imgur.com/VRjEY6p.jpg
Here we have a useless door, it might be for looks but I'm not sure why it is there
http://i.imgur.com/KlTTjGg.jpg
When rolling out or coming into this area you have to run around for no real reason, it only takes extra time.
http://i.imgur.com/6WVcTfw.jpg
Try removing this whole wall here and opening up the space so it is easier to roll out and more of a flank that works better for scouts.
http://i.imgur.com/aBxa5vm.jpg
Again, another door thing with no purpose that only seems to distract me and looks like a floating door.
http://i.imgur.com/5g50Wp5.jpg
This makes for a really enclosed area, you can help open it up more by getting rid of that door lip and the wall next to drop down, they don't do much and only make it harder to move through.
http://i.imgur.com/HuSeJYq.jpg
Now second. This wood fence makes it seem like you have to run in a U shape to get into second, and seems to prohibit movement, because of it and the barrels, but I didn't use that area at all as scout because I was always on the opposite side. The little overhang there doesn't make much sense, you can move the health and ammo out and get rid of it.
http://i.imgur.com/6V8CX2Q.jpg
This entire area here is useless, nobody pushes from it because it's out of the way, tight and enclosed, and doesnt really lead into a good position. Try opening up the area inside that square on the right there and make a path through that dotted area. Right now they are 2 separate area's but there isn't any reason for the division.
http://i.imgur.com/CB635te.jpg
Again, a room where you don't really need one, only makes even more flanks you need to check but can't waste the time to check.
http://i.imgur.com/eks8oYG.jpg
That metal in red doesn't do anything if i'm correct. The three routes into second are highligted, with the left one not being used as stated above, and the one on the right being where your flank pushes usually. It puts your flank at an automatic disadvantage though because they have no easy way to walk onto point. Try making a ramp in the area circled in red and getting rid of the wood barrier just to the left.
http://i.imgur.com/C1BG48O.jpg
That area in blue is the only real closed "choke" but your combo would never walk through it. It should only really do 2 things. Let your flank get to the middle route to 2, which it does but throws you into choke where they don't want to be, and gets you to the flank of second, which it does not do. It throws you back out into that yard.
http://i.imgur.com/RBe3qm4.jpg
The solution? Just connect the two areas circled and connected with the dotted line. Combine them into one space so you can move from one to the other.
http://i.imgur.com/qNk4UlI.jpg
You could probably fit the doorway here somewhere.
http://i.imgur.com/KTo4tEE.jpg
The area crossed out isn't needed at all, so you can open up the door as shown and create less dead space
Putting the rest in a second post
Again, still fix cap time on last and second, and fix spawns so I don't die when changing from sniper to scout or something similar.
[img]http://i.imgur.com/XVm1iy6.jpg[/img]
Those crates in red don't do much but help defensive snipers and block pushes into last. The door in blue is where most teams push, and really really easy to watch as sniper with spawn just to your left.
[img]http://i.imgur.com/LzNZauF.jpg[/img]
These are the 3 doors teams push from. The door on the right is blocked by crates and far away, so there is no reason to push there. The open door is small and has little ground to walk on so most teams push from the far left. This works however sniper is a huge issue when pushing out.
[img]http://i.imgur.com/VRjEY6p.jpg[/img]
Here we have a useless door, it might be for looks but I'm not sure why it is there
[img]http://i.imgur.com/KlTTjGg.jpg[/img]
When rolling out or coming into this area you have to run around for no real reason, it only takes extra time.
[img]http://i.imgur.com/6WVcTfw.jpg[/img]
Try removing this whole wall here and opening up the space so it is easier to roll out and more of a flank that works better for scouts.
[img]http://i.imgur.com/aBxa5vm.jpg[/img]
Again, another door thing with no purpose that only seems to distract me and looks like a floating door.
[img]http://i.imgur.com/5g50Wp5.jpg[/img]
This makes for a really enclosed area, you can help open it up more by getting rid of that door lip and the wall next to drop down, they don't do much and only make it harder to move through.
[img]http://i.imgur.com/HuSeJYq.jpg[/img]
Now second. This wood fence makes it seem like you have to run in a U shape to get into second, and seems to prohibit movement, because of it and the barrels, but I didn't use that area at all as scout because I was always on the opposite side. The little overhang there doesn't make much sense, you can move the health and ammo out and get rid of it.
[img]http://i.imgur.com/6V8CX2Q.jpg[/img]
This entire area here is useless, nobody pushes from it because it's out of the way, tight and enclosed, and doesnt really lead into a good position. Try opening up the area inside that square on the right there and make a path through that dotted area. Right now they are 2 separate area's but there isn't any reason for the division.
[img]http://i.imgur.com/CB635te.jpg[/img]
Again, a room where you don't really need one, only makes even more flanks you need to check but can't waste the time to check.
[img]http://i.imgur.com/eks8oYG.jpg[/img]
That metal in red doesn't do anything if i'm correct. The three routes into second are highligted, with the left one not being used as stated above, and the one on the right being where your flank pushes usually. It puts your flank at an automatic disadvantage though because they have no easy way to walk onto point. Try making a ramp in the area circled in red and getting rid of the wood barrier just to the left.
[img]http://i.imgur.com/C1BG48O.jpg[/img]
That area in blue is the only real closed "choke" but your combo would never walk through it. It should only really do 2 things. Let your flank get to the middle route to 2, which it does but throws you into choke where they don't want to be, and gets you to the flank of second, which it does not do. It throws you back out into that yard.
[img]http://i.imgur.com/RBe3qm4.jpg[/img]
The solution? Just connect the two areas circled and connected with the dotted line. Combine them into one space so you can move from one to the other.
[img]http://i.imgur.com/qNk4UlI.jpg[/img]
You could probably fit the doorway here somewhere.
[img]http://i.imgur.com/KTo4tEE.jpg[/img]
The area crossed out isn't needed at all, so you can open up the door as shown and create less dead space
Putting the rest in a second post
http://i.imgur.com/tV1zBIz.jpg
This room here is useless
http://i.imgur.com/vCDBDE9.jpg
You can get rid of the area crossed out, and in order to keep the ramp, get rid of that blue floor. Create a wall where the line is and remove the lip of the doorway on the right side so it becomes one room with the next.
http://i.imgur.com/1a9znRF.jpg
At mid the area in green is where your combo comes out but it's not a choke, its too open for that. Looking around you realize you don't have a choke into mid, that needs to be created. The wood wall in red only blocks movement by scouts onto the point, and the area circled in red it totally useless at mid. All it does is let someone get behind your team very easily and serves no purpose in terms of pushing. Get rid of that and the wall to open movement on that side of mid because of the less space you will have to the right.
http://i.imgur.com/Pq5EkAG.jpg
Again, this area doesn't serve much purpose, you can create the wall there.
http://i.imgur.com/Pq5EkAG.jpg
All of the open space you have to flank on that is hard to watch from point.
http://i.imgur.com/5lbo4ve.jpg
This would be a good spot to move the wall in red, and you still have the space outlined in green for people to work with. Doing this however means you need to deal with the obstructions in blue somehow
This room here is useless
[img]http://i.imgur.com/vCDBDE9.jpg[/img]
You can get rid of the area crossed out, and in order to keep the ramp, get rid of that blue floor. Create a wall where the line is and remove the lip of the doorway on the right side so it becomes one room with the next.
[img]http://i.imgur.com/1a9znRF.jpg[/img]
At mid the area in green is where your combo comes out but it's not a choke, its too open for that. Looking around you realize you don't have a choke into mid, that needs to be created. The wood wall in red only blocks movement by scouts onto the point, and the area circled in red it totally useless at mid. All it does is let someone get behind your team very easily and serves no purpose in terms of pushing. Get rid of that and the wall to open movement on that side of mid because of the less space you will have to the right.
[img]http://i.imgur.com/Pq5EkAG.jpg[/img]
Again, this area doesn't serve much purpose, you can create the wall there.
[img]http://i.imgur.com/Pq5EkAG.jpg[/img]
All of the open space you have to flank on that is hard to watch from point.
[img]http://i.imgur.com/5lbo4ve.jpg[/img]
This would be a good spot to move the wall in red, and you still have the space outlined in green for people to work with. Doing this however means you need to deal with the obstructions in blue somehow
LazyPandahttp://i.imgur.com/6WVcTfw.jpg
Try removing this whole wall here and opening up the space so it is easier to roll out and more of a flank that works better for scouts.
http://i.imgur.com/KTo4tEE.jpg
The area crossed out isn't needed at all, so you can open up the door as shown and create less dead space
I agree with those ideas as well as everything in your second post about useless areas that should be trimmed and simplified.
Other things:
The sightline from battlements is too open, and too easily abused by snipers. It has to be closed off, thats almost a fact. However, closing that would eliminate the only real entrance between last and second for defenders to peek a bit and still spam the point. I suggest using the space that is currently occupied by the forward spawn as an entrance instead of a closed spawn room. I can see two pretty good methods of accomplishing this, and I'm not sure which would be better.
http://i.imgur.com/19qqpeL.jpg
In this method you simply remove the sliding door so the open entrance is in the pink frame.
http://i.imgur.com/AAw0OJB.jpg
In this method you would open a door in the red frame at the ground level of the point and have some form of stairs that bring you back up to the upper level.
http://i.imgur.com/UfQIcO1.jpg
Obviously this would require you to connect what was the forward spawn to the rest of the base, and it should be as simple as putting a doorway here in the blue frame. If you were to do this, I think the dropdown could be removed, and the rooms preceding it could be cleared out so they are bare and simple.
Finally, the small sliding door that leads into last from the base actually goes through the ceiling into the room above and can block the doorway up there.
[img]http://i.imgur.com/6WVcTfw.jpg[/img]
Try removing this whole wall here and opening up the space so it is easier to roll out and more of a flank that works better for scouts.
[img]http://i.imgur.com/KTo4tEE.jpg[/img]
The area crossed out isn't needed at all, so you can open up the door as shown and create less dead space
[/quote]
I agree with those ideas as well as everything in your second post about useless areas that should be trimmed and simplified.
Other things:
The sightline from battlements is too open, and too easily abused by snipers. It has to be closed off, thats almost a fact. However, closing that would eliminate the only real entrance between last and second for defenders to peek a bit and still spam the point. I suggest using the space that is currently occupied by the forward spawn as an entrance instead of a closed spawn room. I can see two pretty good methods of accomplishing this, and I'm not sure which would be better.
[img]http://i.imgur.com/19qqpeL.jpg[/img]
In this method you simply remove the sliding door so the open entrance is in the pink frame.
[img]http://i.imgur.com/AAw0OJB.jpg[/img]
In this method you would open a door in the red frame at the ground level of the point and have some form of stairs that bring you back up to the upper level.
[img]http://i.imgur.com/UfQIcO1.jpg[/img]
Obviously this would require you to connect what was the forward spawn to the rest of the base, and it should be as simple as putting a doorway here in the blue frame. If you were to do this, I think the dropdown could be removed, and the rooms preceding it could be cleared out so they are bare and simple.
Finally, the small sliding door that leads into last from the base actually goes through the ceiling into the room above and can block the doorway up there.
LazyPandaOk here are some pictures for you with my personal thoughts, other people probably see different things.
http://i.imgur.com/XVm1iy6.jpg
Those crates in red don't do much but help defensive snipers and block pushes into last. The door in blue is where most teams push, and really really easy to watch as sniper with spawn just to your left.
I think if you remove the crates from that right door it would become harder to push last. As the sightline on that door would be even more open for snipers and it would make it so there's nowhere to rotate around to avoid damage from say a heavy or sentry (or any class really). Basically I'm not against having it removed but mostly just pointing out that as it is now a sniper can only see half of the door if a team pushes from there.
[img]http://i.imgur.com/XVm1iy6.jpg[/img]
Those crates in red don't do much but help defensive snipers and block pushes into last. The door in blue is where most teams push, and really really easy to watch as sniper with spawn just to your left.
[/quote]
I think if you remove the crates from that right door it would become harder to push last. As the sightline on that door would be even more open for snipers and it would make it so there's nowhere to rotate around to avoid damage from say a heavy or sentry (or any class really). Basically I'm not against having it removed but mostly just pointing out that as it is now a sniper can only see half of the door if a team pushes from there.
if I had to play heavy there though I would stand on the crates
You can only stand on the back side of the crates as heavy which still allows you to kite a bit. Also to me the bridge feels like a better heavy spot since it offers more options to move around and dodge spam if needed.
And if they push in left while your heavy is on crates he has very little access to point defense.
And if they push in left while your heavy is on crates he has very little access to point defense.
Remove the top crate from the group of them at last and rotate the crates so they are perpendicular to the walls and add a tire that leans against the crates similar to that of Granary. That is what I would do with it.
Not totally eliminated the snipers and placed at 90 degrees and used to bring the part to make a third entry that any class use:(B4nny tips "changed")
http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00041.jpg
http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00038.jpg
http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00036.jpg
LazyPanda tips:
Route the right door enhanced:
http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00032.jpg
http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00031.jpg
Sniper vision:
http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00034.jpg
Middle point:
http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00028.jpg
http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00026.jpg
Room useless removed:
http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00025.jpg
http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00020.jpg
I tried to create a "choke" here:
http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00001.jpg
http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00021.jpg
LazyPanda:
See this map version and tell me that you still need these modifications
http://i.imgur.com/6V8CX2Q.jpg
http://i.imgur.com/RBe3qm4.jpg
http://i.imgur.com/qNk4UlI.jpg
Download:
http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/cp_wetcoal_build_06A.zip
[img]http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00041.jpg[/img]
[img]http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00038.jpg[/img]
[img]http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00036.jpg[/img]
LazyPanda tips:
Route the right door enhanced:
[img]http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00032.jpg[/img]
[img]http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00031.jpg[/img]
Sniper vision:
[img]http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00034.jpg[/img]
Middle point:
[img]http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00028.jpg[/img]
[img]http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00026.jpg[/img]
Room useless removed:
[img]http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00025.jpg[/img]
[img]http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00020.jpg[/img]
I tried to create a "choke" here:
[img]http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00001.jpg[/img]
[img]http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/2013-03-03_00021.jpg[/img]
LazyPanda:
See this map version and tell me that you still need these modifications
[img]http://i.imgur.com/6V8CX2Q.jpg[/img]
[img]http://i.imgur.com/RBe3qm4.jpg[/img]
[img]http://i.imgur.com/qNk4UlI.jpg[/img]
Download:
http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build06A/cp_wetcoal_build_06A.zip
I think right now it looks good, I would have to play it again to see anything major to change. B4nny?
Mid still feels really large. Also, there's some clipping issues that I'll need to get pics of.
hookyMid still feels really large. Also, there's some clipping issues that I'll need to get pics of.
Yes thanks ...I'm expecting something to change the map with suggestions before making finish
The post has cooled, it will say something offensive (remember that English is not my native language)If I have been misunderstood or offensive, sorry
Yes thanks ...I'm expecting something to change the map with suggestions before making finish
[u]The post has cooled, it will say something offensive (remember that English is not my native language)If I have been misunderstood or offensive, sorry[/u]
http://i.imgur.com/81YRnOF.png
This is at mid where the water used to be.
http://i.imgur.com/PHm9Ahs.png
Maybe open this up? I don't know about this so much but I feel like its kind of silly to have to walk all the way around to go from a pills to full ammo
http://i.imgur.com/SH192pZ.png
Sticks on the door, this happens on the small exits at second and at spawn
http://i.imgur.com/0ANWyG1.png
This area is really useless, its so out of the way it's never going to be used for fights except for the occasional flank scout
http://i.imgur.com/H3qmAxo.png
Bug at both 2nds
http://i.imgur.com/dtNfOFN.png
This is only at blue 2nd, you can get up on the roof if you jump on the shed and through the pink box
http://i.imgur.com/dmkBz76.png
This is at 2nd from 2nd->Mid
http://i.imgur.com/ng8Lg9I.png
Clip this, its too far down for you to not clip it
http://i.imgur.com/85PGBMe.png
Lower the pipes location a bit so that its not a huge height advantage maybe? Also the sides are more waste of space on both sides.
http://i.imgur.com/y6jwR04.png
These are a waste of editing, this small detail just makes me think I might shoot through the floor
I feel like this map is really cluttered and it would almost make a better koth map than 5cp with the mid. Some of the stuff I said are personal preferences but theres a lot of useless space on this map.
This is at mid where the water used to be.
[img]http://i.imgur.com/PHm9Ahs.png[/img]
Maybe open this up? I don't know about this so much but I feel like its kind of silly to have to walk all the way around to go from a pills to full ammo
[img]http://i.imgur.com/SH192pZ.png[/img]
Sticks on the door, this happens on the small exits at second and at spawn
[img]http://i.imgur.com/0ANWyG1.png[/img]
This area is really useless, its so out of the way it's never going to be used for fights except for the occasional flank scout
[img]http://i.imgur.com/H3qmAxo.png[/img]
Bug at both 2nds
[img]http://i.imgur.com/dtNfOFN.png[/img]
This is only at blue 2nd, you can get up on the roof if you jump on the shed and through the pink box
[img]http://i.imgur.com/dmkBz76.png[/img]
This is at 2nd from 2nd->Mid
[img]http://i.imgur.com/ng8Lg9I.png[/img]
Clip this, its too far down for you to not clip it
[img]http://i.imgur.com/85PGBMe.png[/img]
Lower the pipes location a bit so that its not a huge height advantage maybe? Also the sides are more waste of space on both sides.
[img]http://i.imgur.com/y6jwR04.png[/img]
These are a waste of editing, this small detail just makes me think I might shoot through the floor
I feel like this map is really cluttered and it would almost make a better koth map than 5cp with the mid. Some of the stuff I said are personal preferences but theres a lot of useless space on this map.
Please keep the spawn door stick glitch in, it makes that rollout jump a bit easier, and its only on the inside so its not like its going to mess with any spawn camping. Also I noticed that a bunch of the stairs without risers could be used for sticky traps, some of them are useless, but others could be very powerful.
xingar :These pipes are somentes aesthetic, not be used to give advantages, thanks for the tips
This is a new version that did this weekend:
Many things have changed:
- Fix (Sticks on the door)
- Removed detail floor
- Fix Clips
- Removed area is really useless (middle)
- Modification 2nd<->Mid "choke"
I would like to know everyone's opinion and tips !!!!!!!
http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build07a/cp_wetcoal_build_07a.zip
This is a new version that did this weekend:
Many things have changed:
- Fix (Sticks on the door)
- Removed detail floor
- Fix Clips
- Removed area is really useless (middle)
- Modification 2nd<->Mid "choke"
I would like to know everyone's opinion and tips !!!!!!!
http://dl.dropbox.com/u/3085802/maps/cp_wetcoal/Build07a/cp_wetcoal_build_07a.zip
I think its really coming along, I don't have any complaints until I play it, except for demos having to come up with a rollout but that can probably be done easily