Commented 21 years ago2003-11-15 18:24:39 UTC
in vault item: IntakeComment #433
Liked it enough that I put it on my mapcycle. Took it off for now, because players bolted when a custom map came up. Will try again when server gets enough regulars and I earn their trust.
Only suggested addition would to make one of those valves active. Start up some steam (10 pt dam/sec) to block a path or something.
Commented 21 years ago2003-06-12 02:07:56 UTC
in vault item: AnnopusComment #11
Nice job on this small map. Lots of places to temporarily cover during reloads (very temporarily). Definately no playing hide and seek or camping in this map, even with only two players.
Map looks good and plays very well. May be a little too small for the bazooka's.
Commented 21 years ago2003-06-10 22:35:04 UTC
in vault item: StonedComment #9
Just a quick suggestion. I do not play TFC, so I am not sure how many players are usually in the map during league play. But, if there are usually six per team then think about this.
I like that the security needs to be de-activated before a flag can be captured. If there are going to be enough players on each team, force three protection and two assult points.
This can easily be done by allowing teams to re-activate their security if brought down, through the same button. May force more teamwork and strategy.
Like I stated, I do not play TFC so may be way off base. Just a thought.
Commented 21 years ago2003-06-09 22:32:51 UTC
in vault item: Cs_CanbunkComment #6
Ran your map with 9 other players (LAN). Map did run rather smooth, but did notice very slight lag when all of us were in the open area (well sniper in the trees).
Runs well with the choke point at 10Mbps, but that open area could cause some problems playing through an Internet connection.
A few of the smaller machines (300 - 850mz) lose sections of the map (brushes disappear to pitch black). This is obvious in the open area, rescue zone and surrounding areas. Brush loss is apparent when no one else is on the map. 850mz, 512M, Intel integrated graphics.
I am guessing you are a sniper. After dropping down to the treetops, a good sniper is deadly. For a first map, you did very well. I could not come close, as a fellow newbie. Keep it up.
Only suggested addition would to make one of those valves active. Start up some steam (10 pt dam/sec) to block a path or something.
Map looks good and plays very well. May be a little too small for the bazooka's.
My children will love it.
I like that the security needs to be de-activated before a flag can be captured. If there are going to be enough players on each team, force three protection and two assult points.
This can easily be done by allowing teams to re-activate their security if brought down, through the same button. May force more teamwork and strategy.
Like I stated, I do not play TFC so may be way off base. Just a thought.
Runs well with the choke point at 10Mbps, but that open area could cause some problems playing through an Internet connection.
A few of the smaller machines (300 - 850mz) lose sections of the map (brushes disappear to pitch black). This is obvious in the open area, rescue zone and surrounding areas. Brush loss is apparent when no one else is on the map. 850mz, 512M, Intel integrated graphics.
I am guessing you are a sniper. After dropping down to the treetops, a good sniper is deadly. For a first map, you did very well. I could not come close, as a fellow newbie. Keep it up.