Minebrawl

ricardojvc6

L6: Sharp Member
Jun 8, 2009
268
66
Minebrawl a4b

Map made by Ricardojvc6
Help of: Wilson and tech

Hello there, i finally completed minebrawl a4 and yeh more content is comming soon xD
 
Last edited:

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Another thread?

What happened to the old one?
 

ricardojvc6

L6: Sharp Member
Jun 8, 2009
268
66
Another thread?

What happened to the old one?

the old one was looking crappy cause i didn't start it correctly. Like people don't go there and look anymore. So thats why i created a new thread.
 

Urban

aa
Jul 27, 2009
212
352
He wanted the publicity of the front page I guess...
 

ricardojvc6

L6: Sharp Member
Jun 8, 2009
268
66
*Bump* a5 is released
 

ricardojvc6

L6: Sharp Member
Jun 8, 2009
268
66
*bump* fixed stuff for a6
 

lilatomic

L1: Registered
Sep 26, 2010
10
0
One thing I noticed with bots was that balance was on a knife's edge, and BLU had a high propensity to steamroll, and it was almost impossibly hard to push the cart the last stretch. Aside from that the detail work was very good (except for one model apearing as an ERROR near the building across from the RED spawn).
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
One thing I noticed with bots was that balance was on a knife's edge, and BLU had a high propensity to steamroll, and it was almost impossibly hard to push the cart the last stretch. Aside from that the detail work was very good (except for one model apearing as an ERROR near the building across from the RED spawn).

Not that i want offend you but bots ain't that good for feedback when it comes to payload maps balance, bots act stupid on pl and they in no way act like normal human begins most of the time.
 

ricardojvc6

L6: Sharp Member
Jun 8, 2009
268
66
a7 bump. (its Finally here).. well i took while because I left TF2maps a while to make L4d2maps.. but now I am back to finish the map project.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Rocks and stuff are too close to the track. It's hard for several people pushing the cart at once to get through certain chokes. This is more annoying than it is a gameplay feature. Especially when it forces you onto one side of the cart.

RED have almost no ammo to setup defence after CP1.

1 way door was too easily camped by stickies/sentries.

You had serious performance issues, probably as a result of a lack of optimisation.
 
Apr 13, 2009
728
309
Please avoid team specific doors and the respawn room visualizer in the middle of gameplay. Prefer one-way doors (being a spy trying to follow people through that one door only to bump into an invisble wall = wtf).