Keepaway

Chaopsychochick

L4: Comfortable Member
Jun 16, 2009
189
91
Just downloaded it, thoughts:

-Your DL page lists it as alpha 4, nothing major but I figured you would want to know.

-I REALLY like what you did with the sniper nests, I think that solves the problem of being able to take the intel in there.

-Noticed you can't take the intel into the tunnels anymore, nicely done. You can respawn from there, but I think that is just fine.

-I think the 6 min thing may be a little bit too long for a match, but I think that may be something that only play testing will reveal.

Regardless I like it... You need to put it up in a gameday and ping me when you do so I can play it! :D
 

Bockagon

L3: Member
Jul 15, 2009
147
72
I always rush through updating the DL page. I'll go fix that, thanks for pointing it out.

I can't think of another way to keep the intel out of there than to make it part of the spawn room. So I figured if I get rid of the door separating it from the main spawn I could get away with calling it part of the spawn room

I'm still unsure about the round time, we'll see how it plays on gameday.

I'm glad you like it :D. I'm gonna try to get it in next Sunday's gameday (I can't make the one on Friday). Unfortunately I have to wait a week to see how it plays. Oh well, maybe I'll finally get the rest of my summer reading done :p
 

PenPen

L5: Dapper Member
Apr 24, 2008
207
136
I played this at today's gameday and I'm sure you got the feedback already...anyway I'd think that the spawn rooms are campable as there's no protection from the exit. And what happens afterward is that once the intel gets capped, they turtle at one spot and build on that spot.

But if you ask me I think the idea's pretty interesting. I'd like to try it again if the turtling/hiding can be resolved.
 

Bockagon

L3: Member
Jul 15, 2009
147
72
yeah i'll try and iron this out. It'll take a while though. Maybe even a total redesign...