Discussion in 'Map Factory' started by Prestige, Jan 15, 2013.
it's a remake of shadlands that i made for some reason
and no one loves a christmas tree on march the 25th
finish your interpretation of finalway first plox
Compile it in not fullbright and I might put it in my gameday.
EDIT: Just TF2 being screwy again, it's not fullbright.
was this perfect on gameday
It was perfect.
In all seriousness, I enjoyed this more than your other csf maps kinda. I think that the general "this doesn't feel right" reaction is just because csf is not a good gamemode and you can't make it one.
it's a shame because i am trapped in it
I think the required linear progression between flag pickup locations is the big issue with the mode. If it were just three flags and players choose which ones to go for and when, or even split up and try to snag two or three at once, I think it could end up working. I emailed Valve about possibly adding support for that like they did for A/D CTF, but of course I haven't gotten anything back from them. Then again, I'm not one of the site's higher-ups. *shrug*
It seemed pretty undefendable. As average speed class I never even made it to A before it was already halfway to capped - if you want rollouts to matter then try to provide an arena for a midfight that can actually last a while instead of letting players run past each other
I'm thinking that you should make some kind of setup phase.
I've uploaded a video of your map from last week's impromptu:
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