Radiate

Wegason

L3: Member
Aug 16, 2009
147
64
To me they look like the Shining, but the random pic of Austin Powers is classic.

This map is looking good already and the different way of implementing the A+B to C looks interesting.

Just to make it clear, only one of A or B has to be captured, in order to cap C, but each one gives a different way of capturing C, while making it harder to capture A or B.

So you can cap A and B, and it'll make even more routes for C?
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Finally, a dev tex I like.

Map plays pretty well, I agree maybe A&B are too easy.

Didn't really care for B down in the hole too much, seems like it helps give blu alot of cover in that whole area.
But I've only played twice.

The doors to A&B out of red spawn are weird. You gotta drop down from the stairs, but you always land on top of door frames unless you really try to backpedal and miss them. Looks like on the B side at least it(doorframe) could be pushed outwards and make that flow better.
That's the only real issue I noticed.
 

Guardian

L1: Registered
Jul 27, 2009
44
9
Awesome, I loved observatory so I'll definitely like this.

I'll have a quick runthrough when I get back home.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
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By the way, I found your where your spray is hiding. Clever spot, too.
 

Icarus

aa
Sep 10, 2008
2,245
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Updated download link to a3

Catch me Tuesday @ ~4PM PST for a triplet map test!

(Waste, Vector, Reaction) All New!
 

Icarus

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Sep 10, 2008
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[Reaction to Reaction] The server could not sustain a decent population long enough to derive any meaningful data from it, but I think most of the issues from a2 were fixed. I'm probably going to conduct further tests with a3, but seeing the progress Reaction has made, it's perhaps fairly close to a beta-worthy state.
 
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MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
I can't help but notice that I can still pretty easily exploit that area behind the last point as a blue engie :p

the removal of the ammo changed little, its just too easy to jump out of the left side window on the path directly from the spawn and start climbing up without being noticed

also...while I normally dislike playing engie on red...its exceptionally unfun on this map, the point around A is ridiculously open, a sentry can be attacked from 3 different directions
 

Icarus

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Sep 10, 2008
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I've noticed that actually. Since it's important that the defense is fluid, it should be easy enough to setup a sentry, at the very least.

More metal, possibly a few more nooks for sentries.

I don't know what to say about building on RED spawn though, I'll need to test a3 a bit more first. The population was low, and the defense wasn't too bright, so I'm hoping it wouldn't be as easy with a fuller server.
 
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MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
I've noticed that actually. Since it's important that the defense is fluid, it should be easy enough to setup a sentry, at the very least.

More metal, possibly a few more nooks for sentries.

personally...I think the area around A's cap needs to be revamped a bit, Id like to see one of those buildings have an entrance sealed, or maybe add a 2nd floor to one of them...

As for B...I don't know, but everywhere I placed a sentry I would have a significant weakness, placed in the pit, it can get spammed to death pretty quickly, and placed above pretty much anything can shoot it from outside its range...
Blue actually has a much better sentry location at B, in my standard setup spot that covers both entrances for red. At C...the only really effective spot at the point is right against the glass at the end of the glass hallways, everything else is incredibly vulnerable...
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
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that's true.

Do you have any specific suggestions?

uhh...well...for A add a floor or close off an entrance like I said earlier...

for B...I have to say I don't have "alot" of experience defending here...so I haven't really had any thoughts while playing on where I mostly get killed from...off the top of my head it might be interesting to have an internal staircase around the point...surprisingly I think it would be a good place for a sentry...provided it was on the blue side of the point, though at the same time I suspect that would make it even easier for blue...

for C...umm...yeah...this was about the point I said screw it and went heavy <_<

utilizing the balcony would be useful for defense, but honestly...blue can destroy sentries up there far easier then red can...
so...yeah...I don't really have any ideas on that front, a way for enterprising engies to get into those windows blue has would be quite interesting though

I don't really have the time, nor the experience on the map to go and dissect the map like like I did with supertoasters...
 

littleedge

L1111: Clipping Guru
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Mar 2, 2009
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lana

Currently On: ?????
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Sep 28, 2009
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The supports under one of the spawn exits at B are floating.
 

Icarus

aa
Sep 10, 2008
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a5 will have some pretty massive changes.

-Sentry spots for engies
-A less frustrating experience for RED at C
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
B is pretty covered. I had a sentry in the corner that was able to stop its capture for the whole round.

yeah...but our demos didn't seem to figure out that you can shoot over the walls <_<

that said, I still don't have much fun as an engie on defense, C actually isn't too bad for red engies after some more experimentation