Jindo
L3: Member
- Aug 6, 2009
- 121
- 123
Regarding that page, it's still WIP and (as far as I know) screws up in certain browsers but I will have it fixed eventually.
I have some quotes from the killingJoke forum after today's play test:
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I'll also work on uploading the STV Demo of your map shortly.
I have some quotes from the killingJoke forum after today's play test:
SurviX said:Ctf_arid would work as a compititive map. It looked like ctf_turbine(was pretty simple, and not too big which is pretty important for compititive-side map). Adding some health/ammo packs and finishing it to end, it could work as a ctf map on compititive side.
Luxa said:ctf_arid_a5:
- overall map structure is good, perfect size for comp. play
- think middel section of tower should be accesable to all classes (stairs)
- not enough ammo/health packs, could definately use som on top of tower for demo/solly who jumps up
- stairs to jump over wall at side entrance for if u walk on the heightened path on side of map (near hp pack)
- could use more "cover" objects both outside as inside
SCN said:I agree with luxa, uh, yeh, that is all ;p
Lil Bastard said:arid looked quite okay, and i enjoyed plaing it.
-it had a few routes to the intel, and the middle tower was a great idea. (but the red glowy room was just stupid)
Hero said:
- Overall size and style and layout was good
- Tower needs ways for scouts to get to the top
- Remake the inner structure of the house, now the route with the garage was sooo much faster then the other that it was like only having 1
- More hppacks and mostly more ammo
- remove/remake the little route with a 50%hppack at the end that wasn't good for anything
- add objects and a few more covers (as luxa said)
- Move the spawn or intal room a bit, now a demo could watch his stckys from 2m outside of spawn
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I'll also work on uploading the STV Demo of your map shortly.
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