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Old 06-02-2012, 04:49 PM   #21
the_cake
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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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Old 06-02-2012, 05:44 PM   #22
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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.
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Old 06-02-2012, 06:27 PM   #23
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Did you resolve any issues with the map yet? zlozlzozlzolz

Last nights pickup was a poor playtest tbh.
We played it again later and it was a little less hectic I think. I think once people get the nuances of it down it will be as fast as COP without being as high caping.

And moosh looses all of my respect.
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Old 06-02-2012, 06:54 PM   #24
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And moosh looses all of my respect.
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Old 06-02-2012, 07:10 PM   #25
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map is too good
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Old 06-03-2012, 09:10 PM   #26
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From spectating the first pickup on it last night I can confirm that the sg will go down a lot. But that's the pace for this map and you can compare it directly to COP or phantom, the engineer's main goal on those maps is to distract the offense so the others can kill the offense.
I can disagree a bit. Keeping a gun up in phantom is easier actually then it is on resolve. On COP I feel it's easier as well because of angles of which the offense comes makes it harder for them to destroy. Not to mention theres a chokepoint right beside the respawn. Practically every angle on resolve seems to be an easy kill. I'll need to give it more time and see if there's anything else I can try to increase the duration of my gun.
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Old 06-05-2012, 11:05 PM   #27
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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!
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Old 06-06-2012, 12:52 AM   #28
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Send a message via AIM to squeek.
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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Old 06-06-2012, 07:20 AM   #29
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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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Old 06-06-2012, 08:25 PM   #30
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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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Old 06-06-2012, 08:33 PM   #31
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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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Old 06-07-2012, 03:16 AM   #32
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yard ruined
;[
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Old 06-07-2012, 05:17 AM   #33
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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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Old 06-07-2012, 05:38 AM   #34
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Quote:
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You could get into upper spawn and throw flag out the window.


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PUT IT BACK! PUT IT BACK!
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Old 06-07-2012, 10:56 PM   #35
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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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Old 06-08-2012, 12:20 AM   #36
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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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Old 06-08-2012, 12:22 AM   #37
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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.
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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Old 06-08-2012, 12:45 AM   #38
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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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Old 06-09-2012, 04:47 PM   #39
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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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Old 06-11-2012, 05:02 AM   #40
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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
what do red and blue make when mixed... the answer is purple.
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