- Nov 25, 2008
- 664
- 647
-B3 Released!-
Totally rehauled the central cap. It's now got NO trees and more hard cover to protect against snipers and engineers.
Fixed many small bugs around the map - all the ones J4ck8 pointed out have been fixed, and 4 areaportals have been added by suggestion.
played better, new mid is more open and not so messy,thats good.
still i recomend to move spawn to make both routes equal length, as the second one is longer and gives no actual advantage for you taking it
My clan recently tried this map out as a possibility to add to our rotation. While playing, I came up with some thoughts on it:
1) Love the detailing work and decoration.
2) The point and the area around it is golden. I honestly don't see how you can improve it without messing it up.
3) The area forward and to the left of spawn is immensely huge for no apparent reason, and offers no real benefits to using besides being a spy route. During our play, players 90% of the time took the route of ladder -> roofs -> either upper or lower path in the building there. Even if the big area was intended to be a spy area, it seems awfully huge for such reason.
That's my two cents.
Flame said:21:52 - flame [f4a]: oh the points surrounded by a pit that nobody wants to fight on
21:52 - flame [f4a]: and the point itself isnt fun to fight on either because its so enclosed
21:53 - flame [f4a]: and the height variation on the sides is where u want to be
21:53 - flame [f4a]: not on the point iself
21:53 - flame [f4a]: i suggested removing a wall or two on the point
21:53 - Prestige: the point building might need to be biggeer
21:53 - flame [f4a]: and making it more like ravine
21:53 - flame [f4a]: etc