Seismic

Discussion in 'Map Factory' started by ChronoTriggerFan, Nov 28, 2009.

  1. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    An AB->C map in which I'm trying to experiment shorter walk times to the points. Currently in early alpha so the gameplay is no where near solid.
     
    Last edited: Dec 5, 2009
  2. sohcahtoa

    sohcahtoa L2: Junior Member

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    hard to get a sense of scale from the pics, can we get some more screenies from a more cinematic perspective. looks nice from above thou
     
  3. Ravidge

    aa Ravidge Grand Vizier

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    Good luck with this one, you will finish a map someday :)
     
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  4. Lancey

    aa Lancey Currently On: ?????

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    C is very easy to defend.
     
  5. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Does C have a pit-o-doom beneath it? If so, like.
     
  6. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    Due to the magic of playerclipping, there isn't one.
    [​IMG]
     
  7. Lord Ned

    Lord Ned L7: Fancy Member

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    If this was facepunch I'd give you a funny. :O
     
  8. Randdalf

    aa Randdalf

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    We need those little pictures. That's the only reason I read Facepunch sometimes.

    The map feels a little overscaled and A is very easy to defend (hence people's abandonment of B).
     
  9. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    Only 1 team successfully defended A. The problem lies in B being too hard to defend.
     
  10. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    [​IMG]

    the health is only a suggestion, you might wanna keep the ammo where it is or move it to behind the wall. It's always nice to have an alt route to the point, which will help get more traffic over the whole area as well, here.

    Narrower stairs will allow for a more efficient defence as rockets stickies and airblasts can be applied more effectively. Pushing people off the stairs and concentrating fire for kills. The alt route will allow for some balancing in this regard, allow spy's a better chance to get up in assaults without being found out, etc.
     
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  11. absurdistof

    aa absurdistof

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    I never really played Granary much but is there a goal to this? It seems that the shorter the walk time the more blended the CP's will get, the shortest being all out chaos and the longest being separated gameplay, with interspersed skirmishes but no real battles.
     
  12. DaBeatzProject

    aa DaBeatzProject

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    Makes me think of.....

    [ame="http://www.youtube.com/watch?v=MYx3BR2aJA4"]YouTube- Jackson Five - ABC[/ame]

    A, B, C - easy as 1, 2, 3!
     
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  13. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    With shorter walk times both teams can react faster to events on the other half of the map easier.
     
  14. absurdistof

    aa absurdistof

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    That could really null the sneak attack element though, maybe shortening cap times would help with that, given that you want sneak attacks.