Snipergen
L13: Stunning Member
- Nov 16, 2007
- 1,051
- 150
...and the ladder works great.
No they dont you see a player warp up a wall thats not what you want if you are a mapper with eye for detail
...and the ladder works great.
They are not real ladders, real ladders do not exist in the game code. Those are just very thin stairs so that you run up them quickly and vertically, try going down them and you'll see what I mean.I noticed you said you making stairs where ladders should be. Why do this? You can make ladders in TF2, for reference check out cp_beach. I've played the map and the ladder works great.
u dont need all the signs. people new to the map will hardly even look at them. they just wonder around and will figure it out. its not a tough map to learn where stuff is. really like that ur making this map turn out great. badlands is one of my favorite maps for tfc. make sure to not jib us engies on the metal and building spots tho by the flag. i like the water in the valley too.
Do not remove signage. I've found in Beta tests (ones where I stand right over the person's shoulder [Thank LANs]) that new people do use signs to navigate. Badlands was one of the largest TFC maps, both volume and alternate pathways considered, and it follows that it's one of the toughest to learn. Maybe you don't have a problem with it because it's "one of your favorite maps for tfc."
I just played the b2 version of this map. First of all, job well done!!!
A few minor remarks:
- I'd remove the health/ammo packs from the sniper nest overlooking the canyon, there is a resup nearby and without the health/ammo packs snipers are at least forced to retreat once in a while.
- In one of the resups you added 2 siderooms with no real purpose (other than confusing me). I think there is no reason to keep these.
Other than these remarks I think the map is absolutely fabulous![]()
those packs are there on the first one. and there is no real purpose of them because the other team cant even use them. but it helps so if there is a sniper who snipes there(never saw a sniper there playing the game its just a boring spot) to defend his side better without having to run back because by time he would of gotten back they would already be up there.
Are we talking about the same sniper nest? Because I remember picking up the powerups inside the enemy nest. I'm talking about the nest covering the 'back entrance' to the base. The resup is just around the corner for the players defending that spot, so there is ample time to run back and forth.
but then the enemy doesnt have any healthpacks/ammo for them. they cant use that resupply.
I just played the b2 version of this map. First of all, job well done!!!
A few minor remarks:
- I'd remove the health/ammo packs from the sniper nest overlooking the canyon, there is a resup nearby and without the health/ammo packs snipers are at least forced to retreat once in a while.
- In one of the resups you added 2 siderooms with no real purpose (other than confusing me). I think there is no reason to keep these.
Other than these remarks I think the map is absolutely fabulous![]()
True. But I think adding the powerups to the lower sniperdeck (the one you have to crouch to get into) might do the trickThat way enemy snipers can be chased away.
Another small error I found, it's possible to sticky jump on top of the canyon.
Screenshot of me facing enemy sniper nests. Promptly got me called a cheater. I really didn't jump 'through' the map or walls or anything, but it's possible to sticky/rocket jump on top of the rock formations in the canyon and walk over them.
There's a well classic out there?