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Draco
Sailor
Sailor


Joined: 30 Oct 2011
PostPosted: Fri Jun 29, 2012 3:29 pm 
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Anyone else want to help out? Being able to get a full server would help considerably.
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Erwin Rommel
Elite
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Joined: 02 Aug 2005
PostPosted: Fri Jun 29, 2012 6:48 pm 
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With my current laptop I could be in the server, but not play. Razz
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Draco
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Joined: 30 Oct 2011
PostPosted: Sat Jul 14, 2012 10:04 pm 
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Gonna be looking for feedback on A2. Hopefully I can get A3 done by Saturday and we can do a 9vs9.
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Franke
Deckswab
Deckswab


Joined: 21 Jan 2012
PostPosted: Sun Jul 15, 2012 2:36 pm 
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http://www.picvalley.net/v.php?p=u/1791/26303053317137870141342380912gqcqWXiNEVAt7AHLVj30.JPG
MAP

A - The maze like configuration favors the Blu Team
signficantly. The wall the blocks off Section from section
B could have climbable ladders for Blu team like a narrow
wall that requires skill to not fall off. The open doors
make sniper shenanigans fair game from B4. Consider making
them metal closing doors. Other than to slow the action
down and the initial gate opening there is no reason for
Red team to be in section A. (no nice place to set up to be
in range of defending the first point quickly enough. The
area between B4 and A could have a trench to avoid sniper
fire, not impede sniper fire towards A, but be more
dangerous for AOE fire. There is no nice spot on A to place
a teleport for an advantage.

B1 - If a heavy camps this, I cannot see an easy way of
getting in. Make windows to fire into the area. I am
frankly ok with moving the whole tower back towards section
C and making trenches for movement from section A towards
the tower. The strongest thing going for this map is the
massive elevation differences, and you can really use that
to your advantage.


B2 - There is a lot of unused area here. The ramp that lead
up to the 1st point would be good overlook for snipers.

B3 - Another area that I don't think has a use other than
making a secondary ramp up to B1.


B4 - Sniper perch with height enough to pick off people on
the point would be good. There is a lot of area behind it,
and no way to sneak up on someone without telegraphing
exactly what you are doing.


C1 - suffers the same difficulty with extra unused space as
B1 and B2

C2 - Some wooden thin walls for cover would be good.
Something that could be traversed with scouts to get a good
position.

Love the first approaching point and its accessibility to
the entire area.

C4 - That thin wall is the unique feature here. Consider
making small windows to reveal people going to the point
more obviously. (visibility only not for damage). Maybe
open a path to C2... maybe not C1 because its too close to
the spawn.

It seems like Red's spawn point is such that if there is an
all team kill, then Blueteam just auto wins because the
team is racing to get the defensive positions. Extend Red
spawn so that its closer to the first point.

C5 - Another long hall to get to D. Nice elevation change
here. Maybe make an access ramp from B3 to C5 to get to
that evelation through a small opening in that wall to a
balcony as a sniper perch.

C6 - smooth ramp. Air blast or other kinds of explosives
can pin you against the wall without smooth ramps.

D - The wall that covers that healthpack is an illusion of
cover. A small hole int he back of that wall to climb down
the back way would be interesting. A small ramp to demo
charge to the tower (like in degroot) would be interesting
as well as a small cover that a sniper can pick off but
bullets from a heavy won't hit from long distance.

E - The building as a whoel is nice. You need to make a
jump at the last height change in order to get back up.
Please make some form of smooth ramp up there or increase
inner maze height so that its level. Suffers from same
problem as C6.

E - Below: That point is too far down. You basically need
to rocket downwards @.@ to reach the point before it is
capped in time. It takes a scout 15-20 seconds to come back
up to defend the other points. You can basically send
certain classes to start capping that and every time the
defense comes to save it. You can flank the other control
points with the rest of your team.

Really like the tower control point. I normally would
suggest some form of cover here, but I like the open feel
here.

Overall - Clever placement of ammo/healthkits around the map. Height differentials add interesting dynamic to the game. Use more trenches. "/Tome"[/img]
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Messy Recipe:  deleted all the last couple years worth of bots & managed to preserve the two real people that have posted since then xD

so many DELETED spam posts now tho that I think I'll need to automate cleaning those moreso than i already have

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Drunken Monkey:  doing well, been building a hobby ranch of my own, got married, no kids, only dogs, sheep and a horse

Comradekil:  so anyway, i wonder how everyone's lives all progressed.. who's in jail? who's grandparents now.. ha life
Drunken Monkey:  and yes....i do miss 1942 aswell, i honestly think it is what drove me to get a M1 garand in real live, and is still my most used rifle
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Messy Recipe:  the BAR-1918 always felt so good in that game
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