Greenvalley

Discussion in 'Map Factory' started by tarmo-, Mar 26, 2009.

  1. tarmo-

    tarmo- L3: Member

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    B4a:
    7zip: http://www.nocrits.com/maps/cp_greenvalley_b4a.7z
    bzip2 http://www.nocrits.com/maps/cp_greenvalley_b4a.bsp.bz2

    B3:
    7zip: http://www.nocrits.com/maps/cp_greenvalley_b3.7z
    bzip2 http://www.nocrits.com/maps/cp_greenvalley_b3.bsp.bz2

    ETF2L: http://etf2l.org/forum/mapcomp/topic-1955/
    FPSBanana: http://www.fpsbanana.com/maps/87403
    Steam Forums: http://forums.steampowered.com/forums/showthread.php?t=831397

    Greenvalley is a 5-point CP map based somewhat to Granary and Badlands. The map is intended for a competitive setting first and I don't even know how it would fit to public-servers. We'll see when someone tries that ;)

    Rest of the pictures:

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    Last edited: Apr 3, 2009
  2. tarmo-

    tarmo- L3: Member

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    Old pictures, reserved space :)
     
    Last edited: Apr 3, 2009
  3. mtv22

    mtv22 L3: Member

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    Wow looks very good. The only thing I would change is the point in the second pic
     
  4. YM

    aa YM LVL100 YM

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    Played this the otherday on the H|H server (full server for 30 minutes at least)

    Overall the map is good, balance seemed good on a class by class basis however the battle would always be over the second point, it was almost impossible to re capture the middle and almost as hard to progress on to the final point (although that happened in every case). Whilst granary well and badlands all suffer the same thing we are just fighting over the second point over and over and over, it would change hands every 40-60 seconds keeping the timelimit at full whilst not actually progressing the battlefront.

    EDIT: I see your screenshot look quite different from the one I played, I played the one with the cargo crates at the middle point and the second point was raised up with steep steps or planks to reach it.
     
  5. Sgt Frag

    Sgt Frag L14: Epic Member

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    looks nice for sure. But that cap point in the hole. Bad idea me thinks.
     
  6. Owlruler

    Owlruler L12: Fabulous Member

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    I agree with Sgt., the cp in a hole will be hard to capture but overall, the map looks nice.
     
  7. tarmo-

    tarmo- L3: Member

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    thanks for the replies. but yeah, about the cap point in a hole, it has worked in few pcw's which we have been playing... and if it doesn't work that well, i may raise it higher. but not a lot, its unique aspect which you haven't seen in many maps :)


    It was b2 :)
     
    Last edited: Mar 27, 2009
  8. tarmo-

    tarmo- L3: Member

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  9. captainAngry

    captainAngry L7: Fancy Member

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    We played this during out play test Monday and Tuesday and had a great time. The banner is green so that means it is in our regular rotation.
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  10. tarmo-

    tarmo- L3: Member

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    You might want to upgrade it to b3...
     
  11. captainAngry

    captainAngry L7: Fancy Member

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    I just checked and I noticed B3 was already on my test list for next week. We just don't have any data for it yet.

    Thanks,

    -Captain
     
  12. tarmo-

    tarmo- L3: Member

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    B4 released, see mainpost for more info.
     
  13. tarmo-

    tarmo- L3: Member

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  14. captainAngry

    captainAngry L7: Fancy Member

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    Didn't get a chance to play myself but I did record a demo last night.

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