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CP_Island_A3

 
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Draco
Sailor
Sailor


Joined: 30 Oct 2011
PostPosted: Tue May 14, 2013 8:23 pm 
Post subject: CP_Island_A3
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Who's up for helping me test this bitch out. I want to try and get to the Beta stage by the time September rolls around and I'm going to need test subjects.

If you want to see what the map is like currently here's the link:
http://www.mediafire.com/?dbqg4mv0y71mwxu
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plunderwondr
Deckswab
Deckswab


Joined: 21 Mar 2013
PostPosted: Wed May 15, 2013 12:27 am 
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tried it out, heres my notes:

- too big without clear objectives on the way, as scout it felt long to get to points.
- needs a lot of the smaller decorations instead of lots of walls

i kinda like the 3 points can be captured for second , if im correct they are all around red spawn? so it seems like it could be fun to play on.

Also not sure about class balancing, but I think a large size adjustment could make a world of difference
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BarytaQ
Commodore
Commodore


Joined: 20 Oct 2011
PostPosted: Wed May 15, 2013 9:32 am 
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I'll give it a look Friday night and post my notes.
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Shay
Deckswab
Deckswab


Joined: 13 Feb 2013
Location: Colorado City, CO
PostPosted: Mon May 27, 2013 7:00 pm 
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Just a couple of my thoughts, if they come across rude, sorry, don't mean to be that way.

From first cap, why does the door behind the point close after capture? Might just be an inverted value but most maps would keep that door closed until the first point is captured so that the team doesn't have that accessibility.

Is there a cap at the bottom of a pit? Is it necessary to win the game? Why is it there? It encourages a lot of spam, but I'm also not sure how the map rotates because the round ends after any cap after the first one. Making the map narrower and setting the caps farther apart would be good, but then again, I don't know if the map is supposed to be cap two points to win.

Cap points are reaaaaallly close together, but the map itself is very huge. This layout encourages blitzkrieg warfare, which isn't good for the defending team. Also, spawns are unnecessarily large, but they don't need to be small because, well, it's a spawn. Just remember that smaller respawn rooms mean faster rollouts, which is important for defending teams.

Snipers are going to go ham

Just my thoughts. With your permission, would you let me go through it in SDK?
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plunderwondr
Deckswab
Deckswab


Joined: 21 Mar 2013
PostPosted: Mon May 27, 2013 7:49 pm 
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I agree with a lot of what you're saying shay. especially how close the 3 points are to each other, I really like the 2nd optional control point get though if it is indeed intentional.
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Shay
Deckswab
Deckswab


Joined: 13 Feb 2013
Location: Colorado City, CO
PostPosted: Mon May 27, 2013 8:04 pm 
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I mean, I don't have a problem with it, but if it's going to be a competitive map, in any scenario (6s or highlander), it's not going to go over well. Something similar happened with Gravelpit and CTF maps, only because teams don't like splitting up their players. Gravelpit essentially went from three points to two with one really big flank. CTF involves keeping the Pyro with the Engie, and moving either the Scout or the Soldier to travel with the combo. Which doesn't work in most scenarios. But that doesn't really apply to this map for obvious reasons :p
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