Minebrawl

Discussion in 'Map Factory' started by ricardojvc6, Oct 5, 2010.

  1. ricardojvc6

    ricardojvc6 L6: Sharp Member

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    Minebrawl a4b

    Map made by Ricardojvc6
    Help of: Wilson and tech

    Hello there, i finally completed minebrawl a4 and yeh more content is comming soon xD
     
    Last edited: Nov 23, 2010
  2. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    Another thread?

    What happened to the old one?
     
  3. ricardojvc6

    ricardojvc6 L6: Sharp Member

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    the old one was looking crappy cause i didn't start it correctly. Like people don't go there and look anymore. So thats why i created a new thread.
     
  4. tovilovan

    tovilovan L6: Sharp Member

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  5. Urban

    aa Urban

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    He wanted the publicity of the front page I guess...
     
  6. ricardojvc6

    ricardojvc6 L6: Sharp Member

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    *Bump* a5 is released
     
  7. ricardojvc6

    ricardojvc6 L6: Sharp Member

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    *bump* fixed stuff for a6
     
  8. lilatomic

    lilatomic L1: Registered

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    One thing I noticed with bots was that balance was on a knife's edge, and BLU had a high propensity to steamroll, and it was almost impossibly hard to push the cart the last stretch. Aside from that the detail work was very good (except for one model apearing as an ERROR near the building across from the RED spawn).
     
  9. Wilson

    aa Wilson Burial by Sleep

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    Not that i want offend you but bots ain't that good for feedback when it comes to payload maps balance, bots act stupid on pl and they in no way act like normal human begins most of the time.
     
  10. ricardojvc6

    ricardojvc6 L6: Sharp Member

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    a7 bump. (its Finally here).. well i took while because I left TF2maps a while to make L4d2maps.. but now I am back to finish the map project.
     
  11. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Rocks and stuff are too close to the track. It's hard for several people pushing the cart at once to get through certain chokes. This is more annoying than it is a gameplay feature. Especially when it forces you onto one side of the cart.

    RED have almost no ammo to setup defence after CP1.

    1 way door was too easily camped by stickies/sentries.

    You had serious performance issues, probably as a result of a lack of optimisation.
     
  12. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    Please avoid team specific doors and the respawn room visualizer in the middle of gameplay. Prefer one-way doors (being a spy trying to follow people through that one door only to bump into an invisble wall = wtf).