Commented 8 years ago2016-02-04 19:39:41 UTC
in vault item: ctf_thirdstreetComment #16582
Now now Mr. Smartass... For an experienced player it is very easy to climb up in the backyard and that way also leads directly to the flag. The other 3 ways to the flag all end in one and the same room before you can get to the flag. Have you thought about the fact that it might also be a good way to escape with the flag?
Generally the railings don't have climb brushes, just the huge gridfence and a part of the free-standing balcony, but thanks for letting me know that my ideas are not great, i never claimed that though.
Low quality mapping hm? haha! whatever The map works with the ctf servermod in hldm and most of all with ag where you can start ctf with ag's votesystem. Noone really plays op4 Criticism is totally legit, yours however looks like random bashing to me
I would be very pleased however if you could demonstrate your advanced gameflow in a 1on1 match.
Commented 8 years ago2016-01-28 23:50:45 UTC
in vault item: ctf_thirdstreetComment #18221
Thanks a lot for the very extensive feedback. I started mapping this short after seeing "The Bladerunner" (movie) for the first time and tried to implement a bit of it's feeling. So the attempt of a cyberpunk surrounding is on purpose
I did plan to make a junction for the other side as well but stopped myself for the sake of better performance and MAYBE laziness. r_speeds of 2400w/12000e are already a realistic scenario not only on the roof but also on the street. Unfortunately many HL and AG players don't have modern PC's and are in fact complainig when you get up to 1500 wpoly Though ag players require at least 100fps at all times. You have a badass laptop it seems! The idea with the car train is cool but I wont bring it into this map, could use it in another one eventually. The map only has two very randomly placed info_player_deathmatch and the rest is ctf playerspawns (4 on each side) as it is right now
For an experienced player it is very easy to climb up in the backyard and that way also leads directly to the flag. The other 3 ways to the flag all end in one and the same room before you can get to the flag.
Have you thought about the fact that it might also be a good way to escape with the flag?
Generally the railings don't have climb brushes, just the huge gridfence and a part of the free-standing balcony, but thanks for letting me know that my ideas are not great, i never claimed that though.
Low quality mapping hm? haha!
whatever
The map works with the ctf servermod in hldm and most of all with ag where you can start ctf with ag's votesystem. Noone really plays op4
Criticism is totally legit, yours however looks like random bashing to me
I would be very pleased however if you could demonstrate your advanced gameflow in a 1on1 match.
I did plan to make a junction for the other side as well but stopped myself for the sake of better performance and MAYBE laziness.
r_speeds of 2400w/12000e are already a realistic scenario not only on the roof but also on the street.
Unfortunately many HL and AG players don't have modern PC's and are in fact complainig when you get up to 1500 wpoly Though ag players require at least 100fps at all times.
You have a badass laptop it seems!
The idea with the car train is cool but I wont bring it into this map, could use it in another one eventually.
The map only has two very randomly placed info_player_deathmatch and the rest is ctf playerspawns (4 on each side) as it is right now