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Old 09-25-2011, 10:54 PM  
R1ghteous
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Manngrove Marsh (PL) (Release Candidate)
by Reid "R!ghteous" Hansen
Email: the.real.r1ghteous@gmail.com

Currently: Release Candidate 5

Overview:
As the payload plods its course through...
 
Last edited by R1ghteous; 03-12-2012 at 06:21 PM.
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Old 03-09-2012, 08:51 AM   #110
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Thank you sir.
 
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Old 03-09-2012, 02:44 PM   #111
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Map looks really great. Hope to play it soon.
 
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Old 04-06-2012, 02:00 AM   #112
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Thanks Monsterclip. I do still host a server that runs Manngrove here: 216.52.148.23:27015

Or of course you can check out other servers that run it here: http://tf2stats.net/map/pl_manngrove_rc5
 
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Old 04-26-2012, 10:14 PM   #113
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Currently no updates on Manngrove. The balance overall is seeming to be pretty much 50/50. There are some lighting tweaks I have made, and I am toying with the idea of a new hallway between point 1 and 2.

However, my time has been spent making this:

Alien Frenzy

Alien Frenzy on Facebook

Alien Frenzy in the iTunes App Store

Alien Frenzy on YouTube
 
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Old 04-26-2012, 10:18 PM   #114
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Congratulations on your new game release.


If you want to make a thread talking about it and posting the links in our Games Talk subforum, you might get some people to start chatting about it.

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Old 04-26-2012, 10:26 PM   #115
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Quote:
Originally Posted by Fr0Z3n View Post
Congratulations on your new game release.


If you want to make a thread talking about it and posting the links in our Games Talk subforum, you might get some people to start chatting about it.
Cool. Thanks. Should have probably started there.
 
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Old 06-20-2012, 07:38 PM   #116
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Thanks for the server R1ghteous
 
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Old 06-22-2012, 03:08 PM   #117
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Quote:
Originally Posted by R1ghteous View Post
I am toying with the idea of a new hallway between point 1 and 2.
Or

just provide a couple of alternate paths

Or

close off some of the access points to red via gates that close "on pass"

It's a real pain in the ass to keep having to fight red on the 2nd floor above the main gate when their access to that floor should be cut off or limited so that red has to run accross the bridge to get there instead of just running up that staircase. This is by far the easiest fix you to do for 100% improvement for the game play.

It's a little rediculous to have the cart turning the corner and stll have the main battle happening back at the main gate to the building - once blue has capped it they should have capped it.

By doing this you force red and blue to be having the big battle back at the corner where the cart is instead of the main gate.

You could elonggate the stair case area so it's longer path to the stairs (but still gate it off) and then it gives room for red engies to build their gear in there. Then they could teleport in to have the fight and still cause havoc near the main gate and alternatively - if blue can take that area it can help them take that corner - blue teleports into battle faster can get better defences up - forces red to attack blue not just defend the point. Gives both red and blue a reason to control that area using engines instead of them all building in the attic.

But most importantly - it keeps the pressure up on both teams to be fighing near the cart - wehre it should be.
 
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Old 07-08-2012, 04:11 PM   #118
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Thanks for your feedback. Most of the matches I can see are showing great gameplay, but that being said I cant see every match and dont see many with more than 24 players in them.
 
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Old 07-17-2012, 05:30 PM   #119
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Kill_the_bug where are you normally playing Manngrove? Perhaps I can join you and you can elaborate further.
 
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