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Author Topic: gen_vista COMPLETE  (Read 991 times)
sniper NO SNIPING
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« on: April 06, 2010, 04:14:20 pm »

Compiled:


Old version:

Backstory: Two teams have set up generators somewhere for something. Destroy them.

The hole in the top of the buildings is a skylight, meaning people can come through but bullets cannot. The generators go directly under the skylight in each teams building, in line with the little pipe coming out of the floor.

Comments? Its pretty much done, unless you wonderful people have any suggestions.
« Last Edit: April 07, 2010, 02:19:44 pm by sniper NO SNIPING » Logged

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« Reply #1 on: April 06, 2010, 04:15:11 pm »

Such a touching plot, 10/10.
Looks good, bro.
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« Reply #2 on: April 06, 2010, 04:22:31 pm »

Only complaint is the thin crates below the generators, would prefer something else. Maybe something like a metal platform?

Looks VERY nice, like the use of perspective
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Shaman King Skyle
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« Reply #3 on: April 06, 2010, 04:38:20 pm »

I give it 10 out of 10. Nice colours and good art. All the features a good map needs. c1
Why is it called vista?
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« Reply #4 on: April 06, 2010, 04:44:39 pm »


I don't like the chokepoint below the generators (red rectangle). It's easy for snipers to camp that part while standing just outside their spawn (teal lines). Then there's the possibility of snipe/rocketspam in the sewers (green line). I give this map a Numbersdon'tmatter out of 10.
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sniper NO SNIPING
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« Reply #5 on: April 06, 2010, 04:55:45 pm »

I give it 10 out of 10. Nice colours and good art. All the features a good map needs. c1
Why is it called vista?


Because I like the word. It's partially related to the map, since I tried a bit of perspective stuff with the art, but really, it's because I like the word. Thanks for the commendation!


I don't like the chokepoint below the generators (red rectangle). It's easy for snipers to camp that part while standing just outside their spawn (teal lines). Then there's the possibility of snipe/rocketspam in the sewers (green line). I give this map a Numbersdon'tmatter out of 10.


I can see the concern about the sniping from the spawn, but once he hits you, there's really not much he can do. He's awfully far away, so I see him as a one-and-done irritation. The only class that would be debilitatingly disadvantaged by losing 85hp would be the runner, and they have an alternate route up through the top window. I haven't actually checked, but would that shot be blind, or can a sniper see that far? If it's blind, it's pretty much a non-issue.

As for the chokepoint, I find that all my other maps are extremely quick and there's not so much actual fighting, so I'd like to see how this plays out.
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« Reply #6 on: April 06, 2010, 05:05:35 pm »


I don't like the chokepoint below the generators (red rectangle). It's easy for snipers to camp that part while standing just outside their spawn (teal lines). Then there's the possibility of snipe/rocketspam in the sewers (green line). I give this map a Numbersdon'tmatter out of 10.

Perhaps a bullet door at the doors to cut off some of the choke spam?

For the sewers, perhaps making a dip in the ceiling when the floor dips?
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« Reply #7 on: April 06, 2010, 05:22:10 pm »


I don't like the chokepoint below the generators (red rectangle). It's easy for snipers to camp that part while standing just outside their spawn (teal lines). Then there's the possibility of snipe/rocketspam in the sewers (green line). I give this map a Numbersdon'tmatter out of 10.

Perhaps a bullet door at the doors to cut off some of the choke spam?

For the sewers, perhaps making a dip in the ceiling when the floor dips?

Yeah, that'd do it.

As for the spawn sniping, it's at least conceivably defeatable by a rocketman going up top.

Well, as conceivable as going up against one or more camping 2.2 snipers can be.
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sniper NO SNIPING
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« Reply #8 on: April 06, 2010, 05:23:54 pm »

Well, supposedly, spamming should be non-existent with this update.
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« Reply #9 on: April 06, 2010, 05:29:36 pm »

Well, supposedly, spamming should be non-existent with this update.
That doesn't mean much when those sightlines are still there =/

A rifleman could shut down teams from spawn with that sightline
« Last Edit: April 06, 2010, 05:30:15 pm by Psychopath » Logged

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« Reply #10 on: April 06, 2010, 05:33:01 pm »

Well, supposedly, spamming should be non-existent with this update.
That doesn't mean much when those sightlines are still there =/

A rifleman could shut down teams from spawn with that sightline
two snipers' damage at a start will cancel out most classes in one volley
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« Reply #11 on: April 06, 2010, 07:05:11 pm »



New version. Spawn placement should negate sniper spam. I think.
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« Reply #12 on: April 06, 2010, 07:06:36 pm »

Put it in the OP.
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RareForumcrab
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« Reply #13 on: April 06, 2010, 07:08:18 pm »

Compiled:


Old version:

Backstory: Two teams have set up generators somewhere for something. Destroy them.

The hole in the top of the buildings is a skylight, meaning people can come through but bullets cannot. The generators go directly under the skylight in each teams building, in line with the little pipe coming out of the floor.

Comments? Its pretty much done, unless you wonderful people have any suggestions.

You think gens should go under the skylight?
People could fire at the gen and then jump up up and away. Panic
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Chu
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« Reply #14 on: April 06, 2010, 07:12:10 pm »

Compiled:


Old version:

Backstory: Two teams have set up generators somewhere for something. Destroy them.

The hole in the top of the buildings is a skylight, meaning people can come through but bullets cannot. The generators go directly under the skylight in each teams building, in line with the little pipe coming out of the floor.

Comments? Its pretty much done, unless you wonderful people have any suggestions.

You think gens should go under the skylight?
People could fire at the gen and then jump up up and away. Panic


I think only a rocketman or deto can jump back up there.
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