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Old 10-01-2009, 01:41 AM   #21
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Quote:
Originally Posted by Dr.Satan View Post
Geo - you mentioned something about the fr? What did you tell rockwell?
Hmm I not quite sure.. I think the sg was easy to take out in the fr but I forgot what suggestions I gave him, that was a while back sorry
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Old 10-01-2009, 05:47 PM   #22
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From what I can remember off the top of my head:

- Visually, it obviously needs work, like (most) have already mentioned. Sand is also really bright outside.

- The SG problem was already fixed, kind of. However, I think the flag room is too big or there are too many ways to get to the flag. Rodox suggested eliminating the water tunnel passage.. and maybe make the pit pathway more accessible by concing/trimping up to the space above the ladder? This could help position a solly more at the T instead of the top respawn and a demo/solly at the pit (with maybe a hw at the bottom ramp by the spawn, depending on how many people were playing).

Appreciate the help. Making a map is easy, completing it is the hard part.
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Old 10-01-2009, 11:36 PM   #23
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love the map gameplay in pickups, visuals are ok, imo just change that uber bright blinding sand in the yard : )
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