06-02-2012, 04:49 PM | #21 |
Beta Tester
Join Date: Jul 2008
Posts Rated Helpful 144 Times
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Did you resolve any issues with the map yet? zlozlzozlzolz
Last nights pickup was a poor playtest tbh. |
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06-02-2012, 05:44 PM | #22 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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The bags have 100 cells each. They should have 200 cells. Barely able to keep a gun up.
You are also able to get into the enemy lower spawn and eventually get stuck in top spawn if you take the lift. When walking into the lower spawn, the wall I am looking at, it might be useful to have another way to exit spawn. If this were done, it looks like it'd be the only relatively quick way to get to the front of the base from a spawn. Last edited by KubeDawg; 06-02-2012 at 05:47 PM. |
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06-02-2012, 06:27 PM | #23 | |
Beta Tester
Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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Quote:
And moosh looses all of my respect. |
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06-02-2012, 06:54 PM | #24 |
WhenNailGrenWillOut?
Beta Tester
Join Date: May 2009
Gametype: mp_prematch Affiliations: [:)] - Frag Happy, babe| Posts Rated Helpful 29 Times
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[[ ff_hotfudge - bhop_theonlyone ]] "As the the new year approaches I await for it like an case of explosive fecalomania otherwise know as diareha or the massive shits. I am gripping the sides of the toilet as my stomach produces the first hollow thud out of the anus of the year to come." DarkeN_HellspawN |
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06-02-2012, 07:10 PM | #25 |
#FF.Pickup Dictator
Beta Tester
Join Date: Aug 2011
Location: Detroit
Gametype: ADL Affiliations: KiNGz . Posts Rated Helpful 100 Times
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map is too good
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06-03-2012, 09:10 PM | #26 | |
The Crowbar Commander
Beta Tester
Join Date: Sep 2009
Location: Statesville, NC
Class/Position: Anything. Gametype: CTF/CP (AvD needs fixing) Posts Rated Helpful 28 Times
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Quote:
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06-05-2012, 11:05 PM | #27 |
D&A Member
Join Date: Jun 2011
Location: Lurking
Class/Position: Conc. vs object suicides Gametype: Capture the Flag Posts Rated Helpful 5 Times
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This is definitely one of my favorite maps, good job!
I love the class limits, no pyro is soooo nice. Having played it in a pub with 3 engies on D, I would love to see a cap on that class. Not an issue in pickup play. SGs also seem to lock on through the glass on the button-side route. That can be good and bad depending on the situation. The multiple route and rampslide choices are awesome! |
1 members found this post helpful. |
06-06-2012, 12:52 AM | #28 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
SG trying to shoot through the glass is a bug in the code (an annoying one that I haven't been able to track down yet), but Mushy came up with a solution to get around it for now.
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#FF.Pickup ยค Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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06-06-2012, 07:20 AM | #29 |
Fortress Forever Staff
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Well I'm glad some of you like it. I tried to make improvements and get b2 out. There are some more detailed notes in the OP describing the changes. I put a temporary link for the b2 download.
Be aware I uploaded it before anybody else has seen it, so I may end up having to re-release b2 if something goes wrong. I will switch for the ffpickup link once squeek uploads it and confirms the map is ok. |
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06-06-2012, 08:25 PM | #30 |
D&A Member
Join Date: Jun 2011
Location: Lurking
Class/Position: Conc. vs object suicides Gametype: Capture the Flag Posts Rated Helpful 5 Times
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After more playtime, the button seems wonky from time to time. While rampsliding, if I hit 'use' when I am right at the button it doesn't kill security, but it seems to work if i am in the air above it or out away from the wall. Could just be me too Still love the map.
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06-06-2012, 08:33 PM | #31 |
Beta Tester
Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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FDA's list of suggestions:
Return yard to normal. Move O spawns to the left side of yard rather than the right side. Leave the old O spawn ramp and that opening next to it. |
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06-07-2012, 03:16 AM | #32 |
#FF.Pickup Dictator
Beta Tester
Join Date: Aug 2011
Location: Detroit
Gametype: ADL Affiliations: KiNGz . Posts Rated Helpful 100 Times
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yard ruined
;[ |
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06-07-2012, 05:17 AM | #33 |
I like to spam binds
Beta Tester
Join Date: May 2009
Class/Position: Scoooooot Gametype: Capture the Flag Posts Rated Helpful 73 Times
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You said it was INTENDED to get into enemy spawn in b1?
oooohhhhhh, I see. You could get into upper spawn and throw flag out the window. PUT IT BACK! PUT IT BACK! |
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06-07-2012, 05:38 AM | #34 |
D&A Member
Beta Tester Join Date: Jan 2012
Gametype: AvD Posts Rated Helpful 35 Times
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06-07-2012, 10:56 PM | #35 |
Beta Tester
Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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I get why yard was lengthened. But even though it was a fast map the D could still lock it down to a reasonable amount of caps. Engi is better than I thought at first. I really liked how fast faced it was, and I felt it was justifyed, because as long as the D knew what they were doing it wasn't a cap fest.
Besides that jpad conc at spawn was the funnest conc I've ever seen on a map. |
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06-08-2012, 12:20 AM | #36 |
Fortress Forever Staff
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If the engi has an easier time in b2, and the cap rate seems low, I can shorten the yard. I really dont like 10 cap, high relay maps. My ideal target is in the 6 - 8 cap range where the engineer is not frustrated.
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06-08-2012, 12:22 AM | #37 |
Beta Tester
Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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That's why I'm trying to say though. After further play testing of B1 we found the engineer didn't have as hard of a time as we thought. And it was around 7-9ish caps I'd say, if you had your D set up right. There's no reason it couldn't be held to 6.
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06-08-2012, 12:45 AM | #38 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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Heavy: Main Ramp
Soldier/Demo: Security Engi: Opposite of flag or on top of flag This setup seems ideal, and if adding a 4th on D, Solly guards button and Demo guards flag. |
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06-09-2012, 04:47 PM | #39 |
Beta Tester
Join Date: Mar 2008
Class/Position: Demoman Gametype: pipe spawn Posts Rated Helpful 126 Times
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I've enjoyed b1 and b2
some suggestions mebbe lengthen yard to put a narrow underpass of water beneath the bridge so you can criss-cross the yard when sharking. if both sides of the water are linked I dunno how you'd team color it though. maybe all blue-ish grey mebbe put steps to get on top of the yard platforms for classes that can't reach it. small ones to the side more out of sight in front of each base and lastly make the area wider for flag capture on the cap point so you don't have to stand in the center |
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06-11-2012, 05:02 AM | #40 |
Beta Tester
Join Date: May 2010
Class/Position: Soldier Gametype: Capture the Flag is there any other Posts Rated Helpful 26 Times
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what do red and blue make when mixed... the answer is purple.
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