07-03-2013, 05:17 PM | #21 |
Beta Tester
Join Date: Oct 2008
Location: Detroitish
Class/Position: D Scout Gametype: CTF Posts Rated Helpful 0 Times
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im tryin to figure out where you want a solid door? theres a solid door to get into flag room main way...and lasers uptop. If you make lasers solid then how does defense setup in flag room without the button being pushed?
maybe you mean a door instead of lasers at the flag? anyways, i always thought the map was named swoop because of where the flag sits and it looks like you can conc to flag and ride that ramp up, and your speed allows you to come off the top part towards the exit. if thats the case maybe it should be called broken_swoop. im jp, map is fun and i hope more come out like it...so much better then neons maps(i said it). |
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07-04-2013, 11:38 PM | #22 | |
Join Date: Aug 2009
Gametype: Capture the Flag Posts Rated Helpful 14 Times
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Quote:
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07-05-2013, 01:30 AM | #23 |
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 only suggestion I could make is for that ramp in the center. Maybe make it less of a sharp curve or make it flat instead of curved? Seems to cause me to slow down quite a bit when I use it with a conc to get to the top.
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07-05-2013, 03:25 AM | #24 |
Join Date: Aug 2009
Gametype: Capture the Flag Posts Rated Helpful 14 Times
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Great point, I was meaning to fix that too.
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07-05-2013, 04:13 AM | #25 |
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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idk if you should move the spawns instead maybe make another way out.
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07-05-2013, 07:31 AM | #26 |
Join Date: Aug 2009
Gametype: Capture the Flag Posts Rated Helpful 14 Times
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Right now the problem with the map during 4v4 pickups is that it's a cap fest because the offense can get from their respawn to the enemy flag room in about 5 seconds. I can address this by either making the yard longer, moving the respawn further back in the base, or making an offense only respawn that is further back.
I could also decrease the amount of time that the security is deactivated from 30 seconds to 25 seconds (which could make the difference of an extra run each time the security is down). Another problem is with offense spamming the enemy respawn, which I could solve by adding a nogren entity around the area surrounding the exit, or raise the exit off the ground. I made the map with movement in mind, I wanted something that would be fun to play and would be a little different than other maps. I love the conc+surf+rampslide combinations that you can do, especially as a scout you can surf into the enemy base, conc+rampslide into the flag nook, hit the back and swoop out of the flagroom without ever stopping. Last edited by ian.de; 07-05-2013 at 07:33 AM. |
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07-05-2013, 08:02 AM | #27 |
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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Maybe a defensive spawn closer to the flag room?
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