Jumps

Discussion in 'Mapping Questions & Discussion' started by Aki, Aug 9, 2012.

  1. Aki

    Aki L4: Comfortable Member

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    How important are jumps in your map?

    I personally like having one or two alternate routes open to scouts able to make nasty hard jumps, or even the occasional triple jump. I also like setting at least one or two fungineering spots which I know will take a sentry rocket jump to reach.

    You guys?
     
  2. deadsource

    deadsource L3: Member

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    I think it all depends on how the map will play out. What good would it be if the only possible way to take down a sentry would be to rocket jump? All classes should be able to "reach" these sentries, in my opinion.
     
  3. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    This is usually a terrible idea.
     
  4. Aki

    Aki L4: Comfortable Member

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    It's all in the difficulty payoff. It ain't easy putting a sentry on the roof of doublecross but when you do...

    http://www.youtube.com/watch?v=CelOeWYk4qI

    If it's very hard to get rid of the sentry, it better be very, very hard to get it there in the first place.