Assembly

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
now optimisation ones, and one more
five, six ,seven

and one wierd one,only red-side
eight

Thats all for now,hope dat helps
 
Apr 19, 2009
4,460
1,722
I think its because the only place you can really take them out (Sniper deck) is small, easily dependable, and its a bitch to reach. This is going to be a long hard road thats for sure.
 

Caliostro

L6: Sharp Member
Jul 6, 2009
261
110
I liked the map with the exception I told you: The flagroom.

Being unable to climb up again from the flag platform forces you down, which consequently forces you through 1 unavoidable spot, this limits gameplay a lot, not only by making it very easy to tackle the offense, because you know where they're going regardless... It also tends to limit the map's gameplay. The times I wanted to cap the flag I just went underground, no reason to go above. If I cleared the choke point I was home free.

Honestly, a simple set of stairs would go a long way, IMO.

Also needs more signs.


But yeah, Well v2 was fun /facetious.
 
Apr 19, 2009
4,460
1,722
I did this for a few specific reasons:

1. It forces people to attack instead of staying in the base.
2. It forces engineers to take the long way around to discourage turtling.
3. It forces people to move out of the base instead of just spawn camping after they have the Intel.

Then again I will try in a10 with stairs leading back up and I will see how it goes. However, I want people to play a9 before I change that.