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08-10-2009, 10:41 PM | #1 |
Join Date: Dec 2007
Class/Position: O&D: Pyro, Sniper Gametype: AvD Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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Edited the first post; released a Beta version.
I would like help with the following things, since I can't seem to fix them by myself: - Making the respawn turrets work (I could use a forcefield, but there are enough of them. Plus it would kill the option for Offense to go and mess with boxes that are still inside the box building). - Changing the CP logo after a capture. - Ideas to fill a bit the middle building and box warehouse lower floors. - Opinions about the crates. Should keep all three for variety or change the three of them for one type only? Also, if you find any bug or strange thing, please report so I can look into it. |
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08-28-2009, 02:53 AM | #2 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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Its a fun map to play, its running on my server on the primary map list : D
I thought this map had been done by some Talos clan guy, because i just seen this map on their server, then speaking randomly to Pon he sayd that u here the one who made it, and i was like wtf, because I look at foruns almost everydays and didnt see this map, prolly Dr Satan fault for spaming this forum section, and ur map went to the 2nd page or something lolz Last edited by zE; 08-28-2009 at 02:58 AM. |
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08-28-2009, 05:19 PM | #3 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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lmfao...use the new posts link zE!
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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
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09-17-2009, 08:36 PM | #4 |
Tealeaf
Beta Tester
Join Date: Dec 2007
Location: Scotland
Affiliations: fo! Posts Rated Helpful 1 Times
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been enjoying the beta but it needs a bit of work still;
shooting through spawns is a pain the points can be capped a bit quickly, maybe make more obstacles (bucket cap or coverings) or move points further back (cp1 inside the building, cp2 further back, cp3 higher up?) bags give too much health/armour and some should be defenders only jump pads help offence too much (maybe disable them for this map?) alternatively, a fourth / fifth cap point might be a better way to go (just to avoid the waiting around after a team caps) Last edited by thiz; 09-17-2009 at 08:37 PM. |
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12-27-2009, 07:11 AM | #5 |
AKA LittleAndroidMan
D&A Member
Beta Tester Join Date: Sep 2007
Location: Dystopia
Class/Position: Demo/Medic Gametype: CTF Affiliations: [TALOS] [SR] Posts Rated Helpful 11 Times
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Anytime anything is blown up in the crowsnest above CP1 the entire map lags hardcore for a good 3+ seconds.
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