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Author Topic: Oopie's Maps: New 2cp  (Read 16038 times)
AcidLead
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« Reply #270 on: February 11, 2011, 12:22:25 am »

I approve of the anti-spawncamp measure in that last map. It's a quite ingenious use of teamfloors.
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« Reply #271 on: February 11, 2011, 12:36:04 am »

  c9 Not Compiled.
Removed the central pillar thing. Finished basically all the coloring. Any large complaints ahead of time?
buitiful art. Can a rocketman spam down onto the intel from the top floor? He can shoot under the roof guarding the intel can't he?

In the works, just showing.
Looks like eureka. The final points forces non-scouts to jump into possible rocketspam. One way to the middle point but a quick path around to the other side, so I think that's good.

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« Reply #272 on: February 11, 2011, 10:09:39 am »


In the works, just showing.

The main path is a bit too linear and probably prone to rocket and sniper spam.
The last cp is closer to the spawn than in eureka and we all know how difficult it can be to win that map.
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« Reply #273 on: March 21, 2011, 08:26:32 pm »

You can use some art from my failed map for chinabon

(jumping on 2px platforms is the true test of a  Ninja )
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CrazNoDale
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« Reply #274 on: April 09, 2011, 08:29:02 pm »

Oopie?  z7
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« Reply #275 on: April 11, 2011, 10:48:25 am »

Update cp_riverfall! This is not a request, this is a command!
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[GA] Oopie
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« Reply #276 on: April 11, 2011, 05:28:19 pm »

What should I do to it? Like a large revamp? Also sorry I have been a lazy fellow. I am still coloring that map for you. Also I have some drawn from boredom and one ready for art just about. Plus Chinabon needs finishing and greenlight has to be re-worked.
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Compman
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« Reply #277 on: April 11, 2011, 05:44:37 pm »

Give it forward spawns.

c1
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[GA] Oopie
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« Reply #278 on: April 11, 2011, 06:05:15 pm »

Give it forward spawns.

c1
I figured. I had that already, then took them away. I'll get on that when I'm a little less busy/sick.
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Lemonade
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« Reply #279 on: April 29, 2011, 05:35:01 am »

May I bump ?

While I love most of your maps, thanks to your great design and art, I think some of them could use some fixes.
Paramental is one of them, being a very scout-friendly map despite a nice overall design for a CTF map. So if you don't mind, I suggest some minor modifications of parts of the map :

1 : Second spawn exit and easier jump to the roof.
2 : Longer platform to jump on the roof from.
3 : Longer diagonal roof to the left for an easier jump, shorter air vent so you can still hit people hiding in it from the intel.
4 : Longer platforms to allow any class to get on the roof.
5 : Bigger crate so you can actually jump to the roof of the small house as any class.
6 : Extended platform so you can escape to the left or get some more shots on the intel stealer
7 : Extended ramp (you can guess the reason).
8 : Darkened pipe (I find myself bumping into it quite frequently)
Not numbered : Added dots to the building on the pipe, moved the spawn dots more to the side.
Not pictured : You could also consider adding a path below the wooden plank near the intel, going right and ending to the right of the crate, so attackers can prevent too many shots from sentry on the crate.

Another note : You use many colors in your map. Paramental has more than 128 (while a generic map has around 64). Like, the grey pillar supporting the intel thing uses two colors (it's hardly visible ingame also) while it could use one. I suggest you to tone down some as they end up a bit distracting.

Hope you mind my ideas.
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[GA] Oopie
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« Reply #280 on: May 04, 2011, 03:05:57 pm »

Sorry I never pay attention to this thread.  Btw guys feel free to take my maps and go anywhere with them Tongue I could upload others I have if people want to do art.  Lemonade I like the changes, I made some earlier but never followed through.  But one question, could you make it so the players can't reach the lemonade stand?  That's a gimmick in most of my maps
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[GA] Oopie
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« Reply #281 on: June 04, 2011, 09:35:18 pm »


--

 c9 NOT COMPILED
Two versions.  One being bigger and less refined but just kept in case I want to go back. They are both for a 2cp gametype, something Psycho requested and I wanted to try.  It's been hard to get back. I've lost a lot of stuff and Imageshack resized all my stuff there...  But anyway here I am, trying again.
« Last Edit: June 04, 2011, 09:41:56 pm by [GA] Oopie » Logged



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trog
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« Reply #282 on: June 04, 2011, 10:08:32 pm »

spam onto cps! z4
and what's that hole in the spawn ceiling for?

also deathpit sadface
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[GA] Oopie
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« Reply #283 on: June 04, 2011, 10:24:39 pm »

spam onto cps! z4
and what's that hole in the spawn ceiling for?

also deathpit sadface
Meh the hole in the ceiling is merely for enjoyment of shooting stickies from spawn.  And this point should honestly be hard to capure V:  it's the only one you have to..  and deathpit  z5
I could make it even harder to fall in?
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trog
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« Reply #284 on: June 04, 2011, 10:27:43 pm »

Well it shouldn't be that hard since you have to hold it for 3 minutes after you cap it
idk I think having a hole there is good, but maybe make some way to get out that takes a lot of jumps?
« Last Edit: June 04, 2011, 10:28:31 pm by ]RIP[ GS » Logged

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