Soda

Colt Seavers

L6: Sharp Member
Dec 30, 2007
288
82
excellent stuff 8) Good to have such comprehensive feedback bud - much appreciated :)

All will be considered properly and addressed/implemented in a8. For a kick off i'm going to redo the moutain cliffs and the bridge steps/water area - that's consistently mentioned as a possible weakness.

I do plan on having lots of spytech stuff about the place - i've just neglected interior and medium sized prop work a little so far. Do you think the nucleus cap point will work and is advised if I get all the computers etc in? I want to mix spytech up with pure tiling - so the tiling you see is my suggested interior base layer, with trim and tech to come. It'll hopefully look quite clean and fitting of a soda factory. On the red side, i'm using battered up tech mostly. Apart from the spawn room recreation area which is full of shiney falcon consoles.
Once again - thanks !
 
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lockitup

L2: Junior Member
Nov 15, 2009
71
24
We played this map on our server with no gravity and noticed the lack of ceiling allowed for pretty neat ledges to be found by soldier.
 

Colt Seavers

L6: Sharp Member
Dec 30, 2007
288
82
lol - aye, i left small overhangs at the top....didn't think anyone would use them or get an advantage in normal play - but it keeps my rocket climbing friends happy :p should I clip em off?
 

Drexen

L2: Junior Member
Dec 16, 2008
87
15
Hey,
I got interested when i saw the 'maximum jump distances for a soldier' because i make a lot of jump maps.
Using 1 rocket on the floor you can only get 1024 units horizontaly, but if you use a flick off of a side wall + strafe you can get about 1500+ units. Also for the vertical height, you can easily get atleast 2000+ units.

Maybe this helps :)