Update:
Over the weekend you guys have donated a total of $826, covering 3 of our plane tickets. We will most likely close the collection at the end of the week. Thanks so much for your generosity and continued support!
Account Details | |
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SteamID64 | 76561197970669109 |
SteamID3 | [U:1:10403381] |
SteamID32 | STEAM_0:1:5201690 |
Country | United States |
Signed Up | July 22, 2012 |
Last Posted | October 23, 2019 at 8:06 PM |
Posts | 380 (0.1 per day) |
Game Settings | |
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In-game Sensitivity | 4 (1.06 accel) |
Windows Sensitivity | 6 |
Raw Input | 1 |
DPI |
800 |
Resolution |
1024*768 |
Refresh Rate |
120Hz |
Hardware Peripherals | |
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Mouse | Logitech G400 |
Keyboard | Tt eSports MEKA-G1 |
Mousepad | Puretrak Stealth |
Headphones | Audio-Technica ATH-AD700 (+Zalman ZM-MIC1) |
Monitor | BenQ XL2420T |
SpyromancerHow much would it take to get weapons signed by the bp players I don't yet have?
We're pretty flexible. Though I only specified mentoring, we will try to satisfy all the people that donate, whether you want weapons signed, someone to MGE against, or just to chat with us, etc.
As you surely know, the season 13 ESEA LAN playoffs have been announced for the weekend of April 19 in Dallas, Texas. Our team, bp, consisting of Shade, Lansky, Taggerung, Shrugger, Cyzer and myself are currently the #1 seed going into the event. Despite all the expectations of a team with a 16-0 record, we know that we have a lot to work on and are still preparing just as hard in order to finish out the season strong.
In order to get to LAN we are seeking community donations to help cover our travel expenses. Our goal is to raise $1000 this season. Everyone who donates will have the opportunity to get 1 on 1 mentoring from a member of the team during the offseason. More importantly, Tagg will bring an increasing amount of hats to LAN as more donations come in!
Thanks for your support. We hope to put on a show for you in Dallas!
EDIT: We met our goal, thanks to everyone who donated, I will contact you soon.
First thought is that the changes to mid will be detrimental. In previous versions, mid, the yard and alley seemed almost perfect to me so I am missing the need to change mid. The stairs were actually a pretty crucial tool for dodging as medic, also important for scouts to access the roof. While it was annoying to be sitting there and having a soldier land on you from the skybox, it never felt broken, just a feature of the map I guess. Sitting in that window is not very interesting, though I understand the comparison to badlands. Also, you're right that the new sightline is kind of ridiculous.
Everything else could work, we'll see after testing! Big thanks for your work Scorpio :)
I'm with milehighmilitia that last should be more open rather than being closed off even further. While defending last and sitting behind all that cover, I feel more of a sense of being trapped than a sense of safety.
Maybe something like this:
http://i.imgur.com/ONZTj8V.jpg
Remove the wall in green and place a crate in the pink. It could allow for more movement around the point, and encourage the defenders to hold a bit further outside of spawn because they could use the crate as a defensive position.
Also to aid movement a bit:
http://i.imgur.com/6fFYKZg.jpg
Remove these objects, they don't serve much purpose and just get in the way. Also prevents a heavy from climbing up into an annoying spot.
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.
I'm really impressed with your latest version, especially the changes to the 2nd point. Before I suggest any radical changes (a few are brewing in my mind) I will make sure to play test the map in a pug. I feel like there is still a bit of excessive complexity to your indoor areas, but I will see how I feel after playing it a bit.
However, I noticed a couple important things that should be pretty quick fixes:
1. The skybox throughout the map is fairly low, you can rocket/sticky jump from several places and hit your head on it. Ruins the possibility of wall jumps and pretty airshots!
2. The metal sheet on the 2nd point doesn't block shots/players.
Yeah, would rather not take any risks, just went ahead and chose a G seat for myself (G5).
Just making sure, but is that you at H5 and H6, capnfapn? If so, it looks like we should try to sit in that top section of G, H, and I. Honestly thats all about all thats left anyways!
Ran around in it for a while and was inspired a few times. Below are my thoughts for some changes, mostly concerning simplicity and "coolness" reasons. Though they probably contradict your vision a lot!
http://i.imgur.com/OHxwkpF.jpg
I think that mid is too wide at the moment, and its partly because of this extra space in the back corners and around the side of middle. Considering all of the entrances from second point to middle are on the opposite side of middle from this corner its also extremely out of the way to clear or even push through. I would suggest pulling the edge of the map up to the green line and the ridge up to the pink line.
http://i.imgur.com/hS1mM8p.jpg
Going along with trying to narrow middle a little, I think that the ridge that is currently along that pink line should be brought a little bit closer to the green line and the point in general. I thought it would look pretty cool if that little part with the plank were more aligned with the point and a bit closer to it. If the mid weren't as wide you could also eliminate some of those wood walls which obstruct a lot of movement.
http://i.imgur.com/5qZj10h.jpg
This bar highlighted in red is a bit obstructive for movement around the point.
http://i.imgur.com/rjstpdR.jpg
These little cracks in the floor can be an annoyance for soldiers.
http://i.imgur.com/0Te7gCi.jpg
I think that there needs to be an easier way to quickly get from the floor up to the raised walkway as show by the green arrow. I'm thinking just a simple ramp or stairway up from the ground to the platform. Furthermore, I think that the inner workings of the whole pictured building are extremely complex. Way too many turns and rooms, making it a nightmare to clear. The bottom floor might not even be necessary. Would really like to see it simplified.
http://i.imgur.com/maLBPkl.jpg
I think the second point is in a bit of an awkward spot at the moment. I can't really see any interesting fights happening on it how it is, tucked away in that corner. I'd like to see it brought out in the open on the edge of this ridge (on the red circle pictured). Maybe with a smaller rock placed at the side of the ridge in the blue square pictured to provide some cover.
http://i.imgur.com/BvqJRm4.jpg
For this flank side, I felt that the two doors were a bit redundant since they both pretty much attach to the same place. I would remove the one on the left in this image and pretty much that whole room it connects to, for sightlines and simplicity's sake. I drew a little mockup of something I thought would be a decent way to adjust the remaining door, basically just pulling it out a bit, widening up the hall leading to it and also getting rid of that little sniper window. The green part is just to show how I think the space should be closed off, so that that back corner no longer exists.
http://i.imgur.com/4xmbBfO.jpg
I also felt that the building between last and second was too complex. There are a few too many rooms and corners in my opinion, which again makes it a nightmare to clear and push through. I felt like two dropdowns was overkill, so I would have the one pictured removed. It pretty much does nothing useful since it just drops you into the same base.
Again I haven't actually playtested the map so I guess my opinions are pretty worthless, but I would like to hear your thoughts too.
I want to go.
But then they can't call us nerds.
That was a beautiful poem.
Thoughts on roamer jumping into enemy's sewer or computer room?
Thoughts on roof control as soldier?
Ideal entrance to push last?
Maybe mention if there is anything special about ammo management on this map.
We are having ESEA client issues, so it will be starting late as usual.