06-11-2006, 09:23 AM | #1 |
Join Date: Jun 2005
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cz2 CP5 area
Doesnt having the cp like that, in the middle of the room, much easier to cap than how it was in the orig cz2, a small corner cp right at the back? the last cp in my mind was meant to be one of the hardest to cap, hence all the boxes/walkways/sg places which could be defended and have an sg on, so it requires some teamwork for the last cap.
the room itself looks really cool, its just it got me wondering about the difficulty (ease) of capping now, as before it took a good conc/rocket jump to get over to the cp, where as now its nowhere near as far |
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06-11-2006, 10:33 AM | #2 |
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Hmm. Dunno. If I've got the room geometry correct, the cap point is now on a raised platform in the middle of the room, and to get to it from either entrance by foot, you've got to go to the far end and back up the ramp. That probably makes it harder for those trying it on foot.
For the conc jumpers, it may be harder, too - before, to cap the enemy version of that point, you had to get to the opposite corner from the entrance - just blast across the room and the walls will guide you in. A short jump onto a small raised platform in the middle of the room with no roof above is harder, surely? I think it will be easier for rocket jumpers - but how often do sollys carry flags on cz2? One thing that's intriguing, especially given the player models in the screenshot, is that that's low enough that a pyro might be able to RJ up from the outer catwalk - though the distance might be a problem. All depends on how Pyro RJs work in FF, of course... I am worried about the potential for concers to come in over the top, and down through that big open roof, which would be damn difficult to defend against, since they could potentially do it from the far side of point 3 - Though that should be easy for the mapper to prevent, if they are so inclined. |
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06-11-2006, 10:39 AM | #3 | |
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1 conc in the corner (outside) and then just jump into the room. doesnt even mattre iff there are sg's in the fr. |
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06-11-2006, 10:40 AM | #4 |
Join Date: Mar 2006
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yes it could be an easier conc for a scout, but think of how hard it would be for a slow scout to conc up there when theres a sg up there
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06-11-2006, 10:55 AM | #5 |
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Has it been stated whether cz2 will have that annoying slow down for people carrying flag? It made the map so damn boring for flag carriers.
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06-11-2006, 10:59 AM | #6 |
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i always liked it
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06-11-2006, 11:10 AM | #7 | |
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06-11-2006, 12:05 PM | #8 | |
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06-11-2006, 12:58 PM | #9 |
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You can throw stuff over the tops of areas, but you can't get up there
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06-11-2006, 07:53 PM | #10 | |
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06-11-2006, 09:32 PM | #11 | |
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06-11-2006, 10:06 PM | #12 |
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yea like we all can conc or rocketjump irl
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06-12-2006, 01:30 AM | #13 |
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i was late for work today cos a sniper took the nade bag
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06-12-2006, 01:47 AM | #14 | |
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__________________
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06-12-2006, 12:07 PM | #15 | ||
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06-12-2006, 01:40 PM | #16 |
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The real tough part is getting to CP 5, not so much capping it when you're there. Though I've been conc/cock-blocked by those damn hanging lights more than once.
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06-12-2006, 02:03 PM | #17 | |
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06-12-2006, 04:54 PM | #18 | |
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but anyhow it was about capping point what was discused not the long way u have to take to the capping point but offcource its hard not to be killed |
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06-12-2006, 05:36 PM | #19 |
Join Date: Apr 2006
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if you are talking about the fact that its easy to conc to the point, then yes that is correct. then again every other point is just as easy...its not like you need to juggle 5 concs to get to a cap point
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06-12-2006, 06:19 PM | #20 |
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thank god no
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