PL Deadend b3

Made by venguard

  1. venguard

    venguard L1: Registered

    Messages:
    22
    Positive Ratings:
    2
    I Found this in my maps folder today, it an old map i never got to finish, but with 2 weeks holiday coming up i might as well put some time into it and finish it.

    There has been no blance testing done on this dont expect anything amazing
     
    Last edited: Aug 5, 2011
  2. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,032
    Positive Ratings:
    3,978
    I don't think this map will go anywhere

    In all seriousness, it looks interesting. I wanna play it.
     
  3. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,275
    I remember this!
     
  4. Prestige

    aa Prestige im not gay anymore

    Messages:
    1,773
    Positive Ratings:
    1,526
    detailing looks really neat.
     
  5. McNuggetFiend

    McNuggetFiend L3: Member

    Messages:
    149
    Positive Ratings:
    49
    I like what I'm seeing with the detailing. Can't wait to give her a spin!
     
  6. venguard

    venguard L1: Registered

    Messages:
    22
    Positive Ratings:
    2
    i cant remember how this played out before but if i remember right its a spam fest, i think thats why i stoped working on it.
     
  7. Prop

    Prop L3: Member

    Messages:
    109
    Positive Ratings:
    6
    in the second last picture those concrete block things dont look in place..

    other than that looks very interesting
     
  8. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,561
    Too much white and grey, needs more colour. Especially when it comes to player orientation.

    You could also do with increasing the brightness of your lights, it's all rather mute.
     
  9. sighmon

    sighmon L1: Registered

    Messages:
    5
    Positive Ratings:
    0
    Hey, Venguard. We've been playing your Deadend payload map on our Payload Extreme server at No-Heroes.com. We love new maps (currently running 24 maps on that server) so it's been getting some play time.
    I think the one complaint is how difficult it is to cap the second point. Just a couple of engies can hold it w/o too much trouble. As a suggestion, moving the Red spawn back to the final spawn point after Blu caps the first point might help alleviate the bottleneck. As it is now, Red practically spawns over the action.
    Feel free to pop by the no-heroes.com forums if you want to say hi or get any feedback.
    Thanks for the map, btw.