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Discussion in 'Map Factory' started by slunchy, Sep 7, 2011.
The layout seems kinda random in the way that there are a lot of exits/entrances and staircases all at varying heights making it hard to make out what the hell is going on and where I am meant to be focusing on.
Also, random crates.
Hot damn that map looks sassy.
Whether it plays well or not, who knows.
on a more related note, it looks quite busy as Psy noted. I'll judge after a playtest.
Why did i see the name and instantly think "Oh, yyler's released a map."
Slunchkin I think that if you tried really hard to make a map that looks like a TF2 map, you'd actually have something amazing with original geometry, but right now it just feels too crazy, labyrinthine and random
felt like the paths just lead to other paths rather than an arena/ the cap point.
When I played this map I was like
So your graphic card was melting?
As someone in the test stated he concluded that C does not exist, I agreed.
The map is one huge labyrinth!
Can you tell me what is the point of a trapdoor leading into a bottomless pit of death?
it is way crazy, i'll admit it a third time.
i didn't know all paths had to lead to a point on one end, prestige, so i'll do some of that
most of the crates aren't random, they're added to prevent sightlines and add short-range cover, psy
yyler, maybe one day i'll make an arena map like a good nub and work from there, vastly improving design
wankhouse: it's funny you should mention that; the answer is yes.
and finally, grossfuerst: i was a dumbtard and released before adding enough overlays and signs to help fresh players get a feel for the map. my bad, 0/10, won't do again
i was only going to make one map as a joke (so i'd 'beerong' in da group since i made a map)
and the whole point of the twisty-turny paths was to emulate tunnels (when i was thinking of the map it was themed like a prison break) but hey, if it makes the map /play/ better, then i'll change anything.
regardless i always thought if a person tested the map a few times, got a basic feel for it, they'd have a better time fighting in the map because they familiarized themselves with da map.
p.s. (prasftigne, the paths were made for flanking, that's why they connect to each other.)
Quoted because this comment fits into your map as much as into mine.
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