I can see HHH-like bosses really spicing up nonlinear a/d. Do you go to A, where the robot isn't going to kill you? Or do you got to B, and try and get a sneaky cap in amongst the carnage? As defender, which is your opponent doing? How far can you hold back for safety before they're capping?
Well, if the boss does revisit old maps i hope they size him appropriately. It really bugs me when the HHH clips through ceilings and doorframes and manor actually has fewer low ceilings than existing A/D maps that the boss seems to be looking to occupy.
I guess in that sense if there are new maps then they could have a big boss and make him clip through fewer things by having the map have fewer small bits or blocking the boss from entering certain small areas. Plus mappers could do some interesting things with the map in the understanding that the boss will live in it.
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I can see HHH-like bosses really spicing up nonlinear a/d. Do you go to A, where the robot isn't going to kill you? Or do you got to B, and try and get a sneaky cap in amongst the carnage? As defender, which is your opponent doing? How far can you hold back for safety before they're capping?
Maybe that would give them an excuse to buy that one Gravel Pit-style snow map that Acegikmo made: Put an Abominable Snowmann in it.
Well I can make a mistake but it's look like they fixed the possibility of building a tp in the blu spawn (in the door) so I think but I'm not sure this is the version of Mountainlab I sent to Valve 1 YEAR AGO to fix this and a lot of clipping issues LittleEdge reported to me