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Author Topic: Goodbye maps!  (Read 20588 times)

Sentry

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Goodbye maps!
« on: September 09, 2011, 12:26:54 am »

New Map:
sj_vertigo

sj_easy



older versions:
(click to show/hide)
Easier version:
(click to show/hide)
Easiest version:
(click to show/hide)
.
these are skill jump maps. you have to get to the end. they are only completable with scout.

Cp_gullywash.
(click to show/hide)

Pyro Tennis
(click to show/hide)

Koth_Highground
(click to show/hide)

Koth_Sulfur
(click to show/hide)

 ctf_Hemisphere

(click to show/hide)
« Last Edit: November 09, 2011, 10:22:53 pm by Sentry »
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Super Sgt. Brown

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Re: Fast ctf map
« Reply #1 on: September 09, 2011, 12:54:39 am »

Is that a shrine I see in the middle?
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Sentry

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Re: Fast ctf map
« Reply #2 on: September 09, 2011, 01:06:21 am »

Is that a shrine I see in the middle?
Its a small platform with crates on top  :drool:
any criticisms?
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Phantom Brave

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Re: Fast ctf map
« Reply #3 on: September 09, 2011, 01:06:51 am »

"fast"
"balanced"
"competitive"
pick one of the above
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ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Sentry

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Re: Fast ctf map
« Reply #4 on: September 09, 2011, 01:11:55 am »

"fast"
"balanced"
"competitive"
pick one of the above
Well, is it balanced? and why can't it be all of them?
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Phantom Brave

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Re: Fast ctf map
« Reply #5 on: September 09, 2011, 01:13:04 am »

you can't have fast with balanced and you can't have balanced with competitive because of how stupidly compy players deal with class counters
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ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Sentry

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Re: Fast ctf map
« Reply #6 on: September 09, 2011, 01:14:46 am »

Would you mind telling me how to make it a bit more competitive then?
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CobaltBW

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Re: Fast ctf map
« Reply #7 on: September 09, 2011, 01:18:20 am »

Well, I don't find "competitive" and "balanced" to be antonyms exactly....


That middle's kind of a choke, there's going to be a lot of tension between teams there. You might consider adding an alternative route through the bottom or something to give flanking classes like the pyro and spy a way through the bullet spam.
« Last Edit: September 09, 2011, 01:18:47 am by Blue Warrior »
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~CobaltBW

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Sentry

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Re: Fast ctf map
« Reply #8 on: September 09, 2011, 01:41:57 am »


Well, I don't find "competitive" and "balanced" to be antonyms exactly....


That middle's kind of a choke, there's going to be a lot of tension between teams there. You might consider adding an alternative route through the bottom or something to give flanking classes like the pyro and spy a way through the bullet spam.

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CobaltBW

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Re: Fast ctf map
« Reply #9 on: September 09, 2011, 01:44:29 am »

Hm, that could work.

I'm not so good at map theory, so maybe someone else could give a little more feedback.
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trog

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Re: Fast ctf map
« Reply #10 on: September 09, 2011, 06:09:59 am »

ehh that's just going to help with jelloing. Maybe if you put intel walls so you can't come back that way it would be alright.

I think maybe put a path under mid that just gets to the other side (sort of like conflict) so you can flank people fighting at mid.

Also I think adding a hole in the wall above that overhang sticking out of the base and making it so you can jump up onto it would be nice.
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trog

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Re: Fast ctf map
« Reply #11 on: September 09, 2011, 06:13:08 am »

how stupidly compy players deal with class counters
???

tbh I don't really think counters mean that much, the standard setup can deal with every class so it's not like the other team switching will force you to as well (although if you're having trouble with that player you can, but it's by no means necessary).
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misty

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Re: Fast ctf map
« Reply #12 on: September 09, 2011, 06:43:11 am »

A couple of things.
(click to show/hide)
DISCLAIMER: I make bad maps and I know it. You should listen to other people's opinions.
I do not play Gang Garrison 2 very often, so I am not good when it comes to tactics and gameplay-wise questions.
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trog

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Re: Fast ctf map
« Reply #13 on: September 09, 2011, 07:05:19 am »

ehh I don't think most of those lines matter. The line at mid from the hill and the one from spawn to the base entrance are really the only ones I'd be worried about. The green doesn't really matter since it's only covering an alternate path, but the blue would be a good sentry spot. I don't think that's really a bad thing though since the map is small, and it won't be hard for rocketmen to take it out.

I think the door would be alright.
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I_am_awesome

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Re: Fast ctf map
« Reply #14 on: September 09, 2011, 09:19:06 am »

I honestly don't like the entire map design. The routes are just too disconnected, on the other hand the mainroute is virtually flat (yes, it goes a little bit up and down and there is the cart thing in the middle, but there should be some platforms or a tunnel right under it to seperate stuff a bit from this main route.). The upper route sucks dick, because it will just be permanently used for backcaps which can't be stopped from the bottom route. Inside the base it's just the straight route again, with a box thrown in. The drop down shaft from the upper route just helps jelloing. Not quite sure what to make of the lower route. Looking at it pisses me 50% off and makes me think 50% 'that might actually work'.

Also 1 exit spawns suck ass.


tl;dr map needs major overhaul as it currently sucks ass. No one likes my maps though, so opinion invalid :V
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