ff_Sunnyramps_b2
Hi guys! Finally after a long time i have time to do Sunnyramps_b2. It has been surprising to see that players really liked the map so that pushed me to start beta 2.
In this new version will be a new functional Lua. I can tell you that there will be class limit: No sniper, Engi will be limited (i dont know if to 1 or 2, i'll decide it after public testing), Hwguy limited to 1 and i'm studying if limit pyro or not. Important changes: 1. New respawn. Now you respawn in a protected box and fell to a water platform to avoid falling damage. I'm trying to make a beter respawn protection, maybe in realeasing version this water will kill enemy team i dont know yet. http://www.mediafire.com/view/evca2i...ps_b20000.jpg# http://www.mediafire.com/view/mgjx2s...ps_b20008.jpg# 2. Optimized "flagrun". Now the half-pipes can be surfed and it works fine. Also i have remade the right part making a more useful ramps. http://www.mediafire.com/view/hnxa1c...ps_b20001.jpg# http://www.mediafire.com/view/bpb5rz...ps_b20006.jpg# 3. The most important change i think. Now there is water!! that connects the main ramps of both bases (this is the most fun part of the map). And finally there is no longer straight way to the enemy base. Instead that there is a strange brige that also makes harder to aim to the enemy base. http://www.mediafire.com/view/1h1d69...ps_b20002.jpg# I have to fix some blocks, fit some textures and make a proper Lua. I hope this version will be better that b1 and opinions are well recieved! PD: If the graphics look poor that because its a low compilation for fast testing! Dont worry about that. Beta 1 Post |
I'm keen to see how this plays!
Always loved sunnyramps_b1, it's open-ness makes conc'ing really fun and really good to practice concs on. The addition of no snipers (which I seem to remember some servers adding to the map) gets rid of the annoyance of just getting raped by some dick stood in the middle of their base. Limited HWGuy & Engy doesn't really make all that much sense to me, as neither is that OP. I would say to limit pyro's ('cause I hate them so much), but I don't think they are OP on sunnyramps either. It'd be cool to see how the new bridge works too, whether Scout's and Med's can rampslide across all the way up and fly across, and also how much it reduces the speed of non-conc'ers trying to capture the flag. I'd like to see a version of this with security (perhaps with the security in a little alcove in the side of the surf ramp with the corner attached), but I dunno whether that'd play as well as this anyway. woop go sunnyramps :D update your signature to be b2, btw |
Looks cool. The surf ramps especially.
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After a few offline test i decided to limit engi 2 and no limit for pyro and hw (sniper will be banned in the map). There is no reason to limit hw or pyro, the map is very "fast" so to balance the encounter between concers and deffenders there wont be class limit except for engi (2) and sniper (0).
I wont put security on this map. That's when i did this map the basic idea was to do an xpress but for more than 2v2 or 4v4 games ( we all know that xpress is to small for 12-16 players). But.. I dont give up the idea of sec... maybe in an alternative version or based in Sunnyramps it can be. For the moment i'm looking forward to finish b2 and see how it works for a possible fixing. *** Signature will be updated when map will be in beta fase ^^ |
Sweet, can't wait to test it out when it's released.
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Sweet, b1 was a server favorite. Looking forward to trying this!
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also note keep sunnyrampsb1 and rename it "sunnyramps_classic" i think its earned the title. :mrgreen:
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see instead of making a whole new thread just ask devs to change the tag. keeps all the comments in one place that way. :thumbsup:
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I really enjoyed the playtest we had with b2.
I hope you shortened the lower mid and made the top ramps steeper. Other than that, the new water route is amazingly fun and I look forward to b3. I like the spawn myself. Gives a reward for offensive DM. :mrgreen: |
i really think this project should just be ditched. start a new map. preferably one that isnt floating in space... I guarantee this map is a turnoff for new players.
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Speaking of the spawn (not sure if this is changed in the latest version), you tend to spawn facing away from the drop hole, which in my opinion is a bit confusing.
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secondly i like just shrinking the yard a bit like motto and largos were talking bout be perfect. |
it's really helpful see that most of players like the map. I've been taking a bit breack of mapping. I can say that final b2 version will be realesed in 1 or 2 weeks max. I've made some changes, mid is shortened and as Buckshots ask, yes i'v change the respawn to face to the hole. Some more changes that you will know when i'll release the map.
And thanks all the people who tested the map (public test or not) |
It's been 2 weeks. :evil:
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