captainAngry
L420: High Member
- Feb 1, 2009
- 434
- 247
I was playing with grim last night on my server and I do agree with him. We had a lot of fun but even with two ubers dropping from the vents at the same time, it was difficult to cap E when there were 3-4 SGs and the majority of the Red team in the small cap room. It's really difficult to take down SGs at E because the room is sealed as in there is never a clear shot to any of the SGs without opening the door, immidiately telling the other team you are there.
I would rework the vents from D to E a little bit since it is kind of weird that the stairs just end at the top. Adding a fake door or something at the top would make it seem less akward, althogh vent to hallway to vent already seems kind of strange. Maybe make the first vent look more like a hallway that leads to the second vent.
Until we capped E and realized you didn't need C or D to cap it, no one had any idea. If you add a star on the hud on point E like they have in that one valve map it would make it less confusing since people are already familiar with that iconography.
As far as I remember, you can only get to E through D until you cap C and when you cap both, you can run straght to E. This isn't really broken but it might make more sense to force you to cap D before you can get to the vent. This would lock E until either C or D is capped, but might improve game play, especially if you made it a little easier to cap E.
All in all I have had a ton of great experiances on this map. We have pinned people at A before. B is really hard to defend, but it works to slow people down while others setup at C-D-E so it serves it's purpose. C and D are pretty balanced points to attack/defend. I look forward to future versions of this map.
I would rework the vents from D to E a little bit since it is kind of weird that the stairs just end at the top. Adding a fake door or something at the top would make it seem less akward, althogh vent to hallway to vent already seems kind of strange. Maybe make the first vent look more like a hallway that leads to the second vent.
Until we capped E and realized you didn't need C or D to cap it, no one had any idea. If you add a star on the hud on point E like they have in that one valve map it would make it less confusing since people are already familiar with that iconography.
As far as I remember, you can only get to E through D until you cap C and when you cap both, you can run straght to E. This isn't really broken but it might make more sense to force you to cap D before you can get to the vent. This would lock E until either C or D is capped, but might improve game play, especially if you made it a little easier to cap E.
All in all I have had a ton of great experiances on this map. We have pinned people at A before. B is really hard to defend, but it works to slow people down while others setup at C-D-E so it serves it's purpose. C and D are pretty balanced points to attack/defend. I look forward to future versions of this map.
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