![]() |
|
Just kidding i think it will be cool guy
|
frigid
|
|
Lack of ways to flank point 1 concerns me.
I see for point 2.. oh wait no, the whole thing is a dustbowl stage 2 rip. Yeeaeaaahh you don't want to do that. Red need more than 1 way to get from 2 to 1 |
http://dl.dropbox.com/u/9180221/Untitled13.jpg
A) I do not enjoy the idea of having to turn right as I exit the spawn. The spawn orientation also doesn't allow me to see where will I be going, especially with that wooden wall. Also I risk getting spammed from the safety of B). The whole area C) seems to be pretty narrow. The cover D) seems good tho. I expect red to set up at D), E), F) and the safest G). Interesting how you leave just one entrance for red at H) ;), though in this map it's probably for the best. The whole thing just feels very Dustbowl-ish, with lots of narrow tunnels like I) which just begs to be spammed. J) is also very narrow, judging by devtextures it's 128 - 160 degrees. Maybe 192. Keep in mind that since it's a cliff wall, adding displacement cliffs is likely make the path more narrow than in blockout. K) is also narrow tunnel, I expect it to be easily defendable and L) to be main killing area. There might or might not be some excessive wranglering along the line of M) - H). The best way for blu will probably be creeping along the buildings from J) towards L). Also, I can't read M). edit: Also, since I) appears to be a dropdown, blu will have to commit to attack out of a spam corridor with no good option to back out. I'm not sure if they will enjoy it. |
Just for future reference: C is up-hill. L is uphill. G is uphill-ish
That arrow is pointing to where blue spawn is, not the direction you will be faceing. You are faceing up the hill. There is a wall to prevent spamming at your B... K is a one way onto the point area. And with the whole "Dustbowl rip" ... like I said, it doesn't show that there is a hill going up from Doom's marked H to L... but yea, I was heavily baseing the rough idea off dustobowl s2-2. Why? Because the original stage 2 had just main route, and literally right over that route, was 2 more routes. It wasn't good. I was trying to add flanks for blu to attack (the issue I was having with the original stage 2). I had not considered red's lack of ability to flank coming out of the area. I will remedy it. (probably at I, make that just a hill or something) Admittedly, the idea looked better on paper. and in my head. |
gj :)
|
gj :)
|
gj :)
|
btw frozen give me back my donator status
|
Talk to drp. I'll be making a thread about soonish when I figure out what is gone and what we'll do to fix it.
|
I have such a short attention span this feels like nostalgia.
|
Ever wanted make all those changes to cp_frozen that I wouldn't do? Now's your chance! The original 72hr version and the "redux" with never-before-released stage 3 redux is now on the orphaned maps repository.
More info inside. Rust is/was/will be my final TF2 project. I have decided that it is best to move on, finish up schooling and work with other engines/games. |
| All times are GMT -5. The time now is 07:21 AM. |
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Ad Management by RedTyger