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Jackal 



Map Version: Alpha 
Type: PLR
Released: 07-05-2011 
Last Update: 07-04-2011 
LeSwordfish
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Default Jackal

The release of my 72hrmap. plr_jackal is a payload race map where the carts are constantly climbing, circling round each other and out of an archelogical dig, up past what might be the stupidest Deathpit ever; there's a lot of competition.

Linked map is still plr_leswordfish, i havent yet got around to doing anything else. The downloadable version is the contest map though.

Uses Earkham's egypt teamcolour textures, and some construction pack stuff.


Changelog

S3_a1:
Bug fixes.
Deathpit's gone.
Only got stage 3 in at the moment.



Old 07-05-2011, 01:05 AM   #1
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still far too much deathpit... there are many more interesting options than instadeath, even if you have just a pool of water there leading back into the level

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Old 07-05-2011, 01:34 AM   #2
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http://www.youtube.com/watch?v=jN6NevoWXcM I thought of this cause im a bad man.

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Old 07-05-2011, 08:51 AM   #3
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It needs something that automatically sends Wilson to the timeout room for camping deathpits.

I think you should remove the setup time, it just feels pointless. I'm quite fond of the deathpits myself, except when a Pyro is camping the corner of one (Wilson, I'm looking at you).
 
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Old 07-05-2011, 09:00 AM   #4
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Floating cart...AWAY!

Seriously it's the best part of the map, it leaves everyone on a positive note. Even the losing team. Everyone is happy.

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Old 07-06-2011, 01:27 PM   #5
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So my list of stuff to fix is:

1) Carts should be more obvious at round start.
2) Carts should also start in one teams "Safe Zone", at the moment they are too neutral.
3) Make some room for carts to be further forward if teams have won previous rounds. If there are previous rounds. I may expand it, or not.

These can all be solved by briging the cart start up and back from its current position, to in front of the spawns.

4) Deathpit is kinda popular but also not.

I'll probably remove it- loads of people have said they enjoyed it, but i'll probably stick with the recieved wisdom of bad instadeath, and swap it out for simply a deep pit with routes up in the sides. Maybe move the health into it.

5) Map is too good for soldiers.

Easy-ish, just expand the indoor areas. i could add an extra route to the top of the scaffold, but i dont want to. Plus, the space needed to create it at a decent slope would ensure it looked sucky.

6) The two indoor areas with the stairs in are too cramped.

Erm. Not sure what to do about this one, actually. Suggestions very much appreciated. Simply making them bigger is tricky.

7) Players leaving spawn head toward the deathpit and scaffold side more than the building one like i want.

I could just rotate the spawn by 90 degrees, but that would make the deathpit side too unclear. It's also not compatible with my ideas for the cart.

Any help/advice is as always, welcomed. Or not. I dont mind using this thread as a braindump if you dont.

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Old 09-04-2011, 07:33 AM   #6
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A1 released. Deathpit's gone. None of the other changes have been made. Blame Sergis for peer-pressuring me.

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Old 09-04-2011, 07:37 AM   #7
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it aint my fault youre so easy to manipulate

also, regarding 4) - swap it out for simply a deep pit with routes up in the sides - dont do that. i had that in early versions of namicott and everyone hated it. people would rather die than climb out of the canyon. literally.

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Old 09-04-2011, 08:25 AM   #8
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Quote:
Originally Posted by Sergis View Post
it aint my fault youre so easy to manipulate

also, regarding 4) - swap it out for simply a deep pit with routes up in the sides - dont do that. i had that in early versions of namicott and everyone hated it. people would rather die than climb out of the canyon. literally.
It aint so deep as namicott. I'm not even sure if you take fall-damage.

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Old 09-04-2011, 08:29 AM   #9
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Quote:
Originally Posted by LeSwordfish View Post
It aint so deep as namicott. I'm not even sure if you take fall-damage.
well thats not a "deep" pit then. i now hate you for misleading me.

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