- Dec 21, 2008
- 481
- 33
Yea im looking into scrapping the second half of the map past the tunnel. I just gotta figure out what to do about it.
The ending is just to much, the part after the tall valley coming from the tunnel into the final area where the second spawn is is to big. You should move the capture point ALOT.Yea im looking into scrapping the second half of the map past the tunnel. I just gotta figure out what to do about it.
I loved this map when I played it on gameday a few weeks ago. It is better now with the smaller redesign.
Its a bit too dark in the indoor areas but of course its only in alpha.
When you are on the bottom part of the map it should be easier for non high jumping classes
to get back up without having to run the whole way back through the cave. could
you make it so you can get to the ledge that leads to the alternative spawn door.
http://img200.imageshack.us/img200/6310/dr1s.jpg
Also seeing as the jump to the battlements is possible you should put a health pack inside
but not the biggest kind because that would benefit a camping sniper too much.
http://img269.imageshack.us/img269/4443/dr2p.jpg
Even though I like that you made the map smaller, rather than wasting the second area
entirely, have it as a second stage. Put the two areas side by side, one on a higher elevation.
Whoever wins the first round gets a height advantage in the next.
Excuse the crummy edit job.
http://img217.imageshack.us/img217/1381/dr3.jpg