cadeonehalf
L1: Registered
- Oct 19, 2009
- 32
- 6
Hey, played this map today during testing, and I agree with everyone's point that the intel space is waaay too engie friendly. I thought the best way to fix that would be to give the lower route to the intel cover from a sentry placed between the spawns, via a catwalk or something similar:
You could also simply nobuild the cap zone, and soldiers and demos would still be able to easily take out sentries located here:
I think adding the balcony where you had it would encourage spawn camping, but that's just me.
Also, when this map was first played on the server today, the sewer path was REALLY overpowered. It opens up into the part of the enemy base that takes the most time to get to and leads straight to the intel. The game ended really quick a couple times because scouts could get back there so quickly (well before everyone got wise and started sentry turtling :facepalm
Still, amazing map for six hours' work. I've put about 8 into my contest submission and it's not even done with the first alpha yet. (I map slowly)

You could also simply nobuild the cap zone, and soldiers and demos would still be able to easily take out sentries located here:

I think adding the balcony where you had it would encourage spawn camping, but that's just me.
Also, when this map was first played on the server today, the sewer path was REALLY overpowered. It opens up into the part of the enemy base that takes the most time to get to and leads straight to the intel. The game ended really quick a couple times because scouts could get back there so quickly (well before everyone got wise and started sentry turtling :facepalm
Still, amazing map for six hours' work. I've put about 8 into my contest submission and it's not even done with the first alpha yet. (I map slowly)
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