Suggestions for core maps.
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12-17-2009 05:08 PM
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Suggestions for core maps.
ff_well - Need to be able to throw the flag out of the batts window.
- Have only one or two of the bags in the attic give nades. Maybe increase the armor they give, too, by 5-10.
- In the spawn with the water entrance, either get rid of it or move it to a corner. There's nothing more annoying than falling down there as you spawn with no way out.
- As you're leaving spawn to go directly to the yard, put a cover or dropdown tube or something there. Anything to make this less of a sniper map.
- While we're at it, one or two sniper limit. On all maps, but especially this one.
ff_cz2 - The spawn is confusing, and too bright. Make the signs larger, maybe other changes.
- Make it take a little bit longer to capture a point.
ff_2morforever - Make the ambient noise quieter.
- If you're rampsliding the main ramp into the FR, you kinda have to do a TFC-style slide. It breaks flow.
ff_schtop - Ambience.
- This map is really choppy for a lot of people. The lights cause most of the lag, I think.
ff_2fort - Ambience.
- Sniper limit on this map is important.
ff_crossover - Like ff_well, move the hole in the spawn to a corner, or get rid of it completely.
- Have the pit bag usable only by defense. Reduce the health/armor in it as well.
- Offense classes spawn top, defense classes spawn random.
ff_aardvark - The mini-grenade bags around the base should give 1/0 instead of 1/1.
- One sniper, two engy limit.
ff_anticitizen - First stage - put a turret in O spawn.
- Stage two - bags in back of cap area should give 40 cells (30 now).
- Stage two - the doors at the top of the elevator are clunky.
- Stage two - spawn turret again?
- Stage three - spawn turret once again. Also, it's possible to drop detpacks into the O spawn area before the match begins. I don't know how specifically.
- All stages - remove jump pads unless a scout gets a grenade bag.
- Points system is messed up.
- Class limits. Two engies, one or two snipers.
ff_dustbowl - Scouts shouldn't spawn with a jump pad.
- Stage two - make the grenade bag a bit more noticable.
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Issue Details
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Category Mapping
Status Suggested
Priority 7 - Med/Low
Suggested Version 2.4
Implemented Version (none)
Votes for this feature
0
Votes against this feature
1
Assigned Users
(none)
Tags
(none)
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12-17-2009 05:48 PM
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Gets tickled by FF
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thanks for the feedback, will take a look and discuss it :)
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12-17-2009 06:40 PM
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schtop MUST be edited it is killing fps..
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12-22-2009 07:07 PM
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AKA LittleAndroidMan
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I also think the spawns on ff_ksour should be more true to the original. The way the spawns are now is completely unbearable for offense and defense alike.
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12-22-2009 07:32 PM
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WhenNailGrenWillOut?
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I agree with ksour, kind of lame running all the way down to a point and seeing it's capped. Schtop murders fps,I believe the cause is a lot of moving textures.
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12-22-2009 08:12 PM
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AKA LittleAndroidMan
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The schtop issue might have something to do with the computers of people experiencing the problem, since I have never had a problem on ff_schtop ever, and I've played it in both an 11v11 pub scenario and a pickup/competitive scenario.
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12-22-2009 11:22 PM
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Stuff Do-er
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Quote:
Originally Posted by GenghisTron
I also think the spawns on ff_ksour should be more true to the original. The way the spawns are now is completely unbearable for offense and defense alike.
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The ff_ksour spawns are copied straight from the TFC map.
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12-23-2009 12:13 AM
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AKA LittleAndroidMan
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Are you absolutely positive? Because it certainly feels like it's a haul, compared to ff_ksour_classic, or even plain old ksour. I've been playing TFC intermittently on the *pS server recently, and it's 24/7 ksour, it definitely isn't as bad as ff_ksour (the spawn distances). Maybe it's just me :(
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12-24-2009 01:49 AM
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Pew pew ze beams
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ff_2fort sound ambince thing +1
map is great but hate the envoirment wind sounds inside the bases : D
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