keptfireball
L1: Registered
- Jun 25, 2009
- 18
- 6
I think this map is well balanced and most of everything is finally fixed now. swaty is a nerd :O
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I dunno if it's been asked, but do you plan on releasing the materials you made for this map?
I can understand if you'd not want to, but the road textures and the FOAD sign would be awesome.
One thing I think you need to keep in mind though: balancing out payload maps can be very, very frustrating to make judgments on, because it's often hard to tell what's an actual flaw in the map, and what's some guy complaining because his team lost. Unlike with Valve-made maps, when people suck on customs they're able to blame it on the map being bad rather than the team. I'm not trying to say "ALL CRITICISM IS BAD!!" but sometimes for a map to be good you need to have parts where the odds are against one team.
This usually goes without saying but I see a lot of complaints I don't particularly agree with about this map whenever I play it, and it really bugs me. This is good stuff. There's a few things I'd suggest, myself, but I haven't played the newest version so I'll withhold what I have to say for now.
I dunno if it's been asked, but do you plan on releasing the materials you made for this map?
I can understand if you'd not want to, but the road textures and the FOAD sign would be awesome.
One thing I think you need to keep in mind though: balancing out payload maps can be very, very frustrating to make judgments on, because it's often hard to tell what's an actual flaw in the map, and what's some guy complaining because his team lost. Unlike with Valve-made maps, when people suck on customs they're able to blame it on the map being bad rather than the team. I'm not trying to say "ALL CRITICISM IS BAD!!" but sometimes for a map to be good you need to have parts where the odds are against one team.
This usually goes without saying but I see a lot of complaints I don't particularly agree with about this map whenever I play it, and it really bugs me. This is good stuff. There's a few things I'd suggest, myself, but I haven't played the newest version so I'll withhold what I have to say for now.
wow swaty didnt i say fix those ceiling pipes? when will you ever listen to me .. :facepalm:
Im not fixing the ceiling pipes. There is no reason to clip them.
We tested this on my community's server last night. Overall we liked it, and have added it to our rotation. One thing we all noticed though is that the last point is a little too easy to defend. A few well placed sentries makes it almost impossible to push the cart those final few feet (even with properly timed ubers). We played two rounds (with different teams attacking) and both times the cart stalled completely just a few feet from the last point. There exists somewhat of a bottleneck for blue immediately leading up to said point.
One easily doable suggestion would be to remove the one-way door that only lets red go through (or make it a two way door maybe). This would allow blue to flank some and most likely balance things out a bit at the last point.
Keep up the good work!
I demand a time-lapse vid of outback from the first brush laid down to the final release.