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[PHS] Whisky
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« Reply #272 on: July 11, 2010, 03:01:57 pm » |
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Hey Muddy I think I figured out what went wrong.
I saved the picture you had in your post, but apparently I'm supposed to follow the url and save THAT picture in order to get it working.
Thanks for all the help lopl.
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Kizzi
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« Reply #274 on: July 12, 2010, 03:52:21 pm » |
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I had chance to playtest it and this is what I thought: Shoot-through floors - you can't even tell if they're floors, or just thin air. Too campable - last point on stage 2 mostly (though it was probably my crappy team) The annoying jumps - just outside RED spawn on stage 2, the death pit Useless paths - the upper route at the start of stage 2 didn't have much use Background - the art looks pretty sweet in game, nothing really detracting
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Muddywater
rotaredoM
Veteran Beta Tester
   
Offline
Posts: 2344
Hi.
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« Reply #275 on: July 12, 2010, 05:03:21 pm » |
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I had chance to playtest it and this is what I thought: Shoot-through floors - you can't even tell if they're floors, or just thin air. I'll have to change that then Too campable - last point on stage 2 mostly (though it was probably my crappy team) I actually was thinking of an upper path for that stage. The annoying jumps - just outside RED spawn on stage 2, the death pit That's supposed to be a scout path :U Useless paths - the upper route at the start of stage 2 didn't have much use It was intended as a sniper perch/defensive autogun spot, but I can extend it. Background - the art looks pretty sweet in game, nothing really detracting Coolio
Thanks for the review, I had to make a fix for stage 1 anyhow that I hadn't noticed 
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Wherewolf
Guest
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« Reply #276 on: July 12, 2010, 08:30:44 pm » |
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I saw a ton of people, even Vein I think, walk straight into the pit. Add a danger sign, or one of the skull/crossbones from TF2?
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Muddywater
rotaredoM
Veteran Beta Tester
   
Offline
Posts: 2344
Hi.
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« Reply #277 on: July 13, 2010, 06:24:19 am » |
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And I thought the stream of light was enough  I'll add that as well.
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Kizzi
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« Reply #278 on: July 13, 2010, 01:43:12 pm » |
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And I thought the stream of light was enough  I'll add that as well. It's also pretty tricky to jump if you're a soldier or heavy.
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Muddywater
rotaredoM
Veteran Beta Tester
   
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Posts: 2344
Hi.
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« Reply #281 on: July 18, 2010, 03:36:53 pm » |
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...and no one appears to be too interested in what that was teasing for. Oh well. cp_dirtbowl_3cp_v1: *Not to be confused with the stock map, cp_dirtbowl.This is ctf_dirtbowl, remade in traditional cp mode. Not too big for annoyingly long walks, not too small. To do list: -v2 of sandrid
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[PHS] Whisky
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« Reply #282 on: July 18, 2010, 04:04:14 pm » |
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...and no one appears to be too interested in what that was teasing for. Oh well. cp_dirtbowl_3cp_v1: *Not to be confused with the stock map, cp_dirtbowl.This is ctf_dirtbowl, remade in traditional cp mode. Not too big for annoyingly long walks, not too small. To do list: -v2 of sandrid I was interested but once I saw the dirbowl background I was like: Oh god no but then I saw the actual map and I was all like 
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Chicken Soup
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« Reply #284 on: July 18, 2010, 11:01:41 pm » |
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I might have to make a v2 sometime though, the stairwell by the intels is a bit hard to get through as heavy. Not that it's impossible, just a bit difficult.
I made a very interesting stairway on my map that we've been working on. You should check it out. I haven't playtested it, but I think it's good enough to be the new standard, at least theoretically.
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