Seismic

sohcahtoa

L2: Junior Member
Aug 13, 2009
52
3
hard to get a sense of scale from the pics, can we get some more screenies from a more cinematic perspective. looks nice from above thou
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Good luck with this one, you will finish a map someday :)
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Does C have a pit-o-doom beneath it? If so, like.
 
Feb 14, 2008
1,051
931
We need those little pictures. That's the only reason I read Facepunch sometimes.

The map feels a little overscaled and A is very easy to defend (hence people's abandonment of B).
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
cp_chronoabc_a20002.png


the health is only a suggestion, you might wanna keep the ammo where it is or move it to behind the wall. It's always nice to have an alt route to the point, which will help get more traffic over the whole area as well, here.

Narrower stairs will allow for a more efficient defence as rockets stickies and airblasts can be applied more effectively. Pushing people off the stairs and concentrating fire for kills. The alt route will allow for some balancing in this regard, allow spy's a better chance to get up in assaults without being found out, etc.
 
Aug 10, 2009
1,240
399
An AB->C map in which I'm trying to experiment shorter walk times to the points. Currently in early alpha so the gameplay is no where near solid.

I never really played Granary much but is there a goal to this? It seems that the shorter the walk time the more blended the CP's will get, the shortest being all out chaos and the longest being separated gameplay, with interspersed skirmishes but no real battles.
 
Sep 12, 2008
1,272
1,141
Makes me think of.....

[ame="http://www.youtube.com/watch?v=MYx3BR2aJA4"]YouTube- Jackson Five - ABC[/ame]

A, B, C - easy as 1, 2, 3!
 

ChronoTriggerFan

L420: High Member
Feb 3, 2008
434
73
I never really played Granary much but is there a goal to this? It seems that the shorter the walk time the more blended the CP's will get, the shortest being all out chaos and the longest being separated gameplay, with interspersed skirmishes but no real battles.

With shorter walk times both teams can react faster to events on the other half of the map easier.