more screens from my beta version: still some more detailing to do in a couple of areas.
A nice slideshow!
original resolution screens
A nice slideshow!
original resolution screens
im not exactly sure what u ment there but i had a prob with the cart where it sorta felt like i got stuck in it... might be the lag tho (had like 190 pingIncrease the radius both upwards and outwards of the payload's acceptable area. You can jump once off the top and the cart will move, feels weird. Only needs to be minimal.
We had this 7-7 or 8-8 on our server last night and everyone seemed to enjoy it. A couple of things we noticed:
- Blue can shoot out of the spawn during setup.
I will consider this[*]Red can enter the blue spawn area after setup. They can't actually get into the single spawn room, but the expected behavior is that they shouldn't be able to enter any area that's blocked off during setup.
I just put in what felt right at the time, didnt put much thought in, I will adjust these.[*]The timers seem off. It's almost too high for the first part and then it adds very little time once you reach the first checkpoint. Do you have it capped or is this really a bug? I made the mistake of telling spacemonkey his timers were broke on pl_cave when they were really just capped at 10.In any case, the timers seem a bit high anyway.
These areas require balancing. no reason in detailing if I am gonna change them anyways.[*]I'm sure you know since it's just a beta, but many of the tunnels can use additional details like supports on the walls, posters, props, perhaps some windows/skylights, etc. They're just very long and plain right now. They really stood out since you have some beautiful details elsewhere on the map.
Will make it unbuildable.[*]The left exit from the blue spawn, you can build on the gate on the floor before it opens. The result is a hovering sentry/dispenser over the gap. Not a big deal since it can't hit much, but a heavy could sit below and get healed from an invulnerable dispenser.
got it. more cover.[*]The first stage is VERY sniper friendly. 2 excellent snipers can lock it down more than any stage on Dustbowl or Gold Rush. Some additional cover would be nice. Perhaps a shack or small building in the middle of the first section?
was attempting to promote usage of spiesSecond, once they were aware of the lower passage, they were able to get through the upper path more easily. The issue at this point was that there are still only 2 ways through the map, which can both be covered by sentries, snipers, demomen, and soldiers quite easily. I'd suggest one (or both) of 2 fixes. You could try adding an additional path that exits on the opposite end from the red spawn. There's an upper path in the blue area that really doesn't go anywhere, so perhaps make it a 1-way door that exits into the back stair area.
very good point.The other fix would be to add more cover for the lower passage so teams are rewarded for using it. Right now if they go through their only 2 options are to rush at the defender's base or take a really long walk back through the stairway to get to the cart. I'd love to see some easier way of getting back up top from down there that would also provide cover from the snipers.