another dolls? now i can see why cyber wants this...
another dolls? now i can see why cyber wants this...
Through the darkness of futures past,
The magician longs to see
One chants out between two worlds:
Fire, walk with me.
not like dolls at all... in this map, non vagas, non flyers and non humanwhores are able to play this map at the same pace of speed and coverage.
also, how many maps do we really play on the server anyway? (no im not talking about the "once a week maps")
aztec
crackhouses
dolls
italies
cbble
offices
dust 1 2 (all crappy 17 thousand versions of them)
the T sided assaults?
broken westwood?
nipper everynow and then?
...
all these at a 24/7 rotation.
am i missing something?
that's a whooooole lot of selection right?
so yeah, of that shitty selection of maps we constantly play, forgive me if i dont mind playing dolls every now and then,
and thinking of turning a huge "gg" map to a decent-sized wcs map...
so again, do you mind telling me what is god awful about this "dolls alternative" that you're calling? i'd love to get the gd criticism so that i can incorporate those in my next design idea im pitching soon...
Would really need to see it in action, but here's my view from just the empty map.
This is like our rats maps in the objective is able to be covered from almost anywhere on the map. At the very least, I would have liked one of the bomb sites to have some cover, similar to westwood. As it is, it's just a sniper's wetdream, eg: Dolls.
On this map, vaga will take off to the roof, and it's going to be a race, can he pick off the other team, or will they manage to take him out first. Walking races have cover from spawn kills, but when the vagas and humans are in the rafters in the first seconds... At least dolls and deathcookin let people who want to play blood mage or crypt lord let the enemies come to them.
Also: walking off the upper ledge, onto the T bomb site deals 104 damage.
Originally Posted by ZERO
just tested. this. insta vaga plant and then the site is wiiiide ass open and easy as shit to cover. conversely, if t's don't have a vaga, ct's can defend the bomb sites so easily because they have virtually no cover.
this map NEEEEEDS at least one site with roof cover. without it, being this wide open, it's impossible to balance.
the tele up to the rafters is nice, gives some other races a fighting chance, gives them cover from vagas and a view of the objective. still, an opposing vaga can just line up a shot into the covered areas real quick and take out anyone in there, and it becomes a deathtrap.
Through the darkness of futures past,
The magician longs to see
One chants out between two worlds:
Fire, walk with me.
see?
THIS is gd criticism from both of u. In fact, chris and i had the same argument about having one of the bombsites being un the side house.
But now i have an even better for one of the bombsites... That is, if we keep TWO bombsites (i might suggest scrapping one of them and only keep the ct-sided one, with a decent idea for covering it).
--- are there any other things you guys might want to suggest before i take this to Mr Mapster?it's better to do all fixes at once before zero shows up to add or reject it!
---------- Post added at 04:50 PM ---------- Previous post was at 04:47 PM ----------
As for the edge-walking to bombsite dmg, im not sure it was meant to be jumped lol... I think we made 1 site easily accessible from top with floating ramp, and 1 from bottom with side ramps to accomodate all race types... But clearly the biggest issue is not the race gameplay and coverage as opposed to SPECICALY the bombsite vs vaga rush-planting/protecting
If it turns into another rats home studio or rats crapper, then its gonna be a shitty map, but as I have not played the original and do not know how he has made it worse, I can't not have any real objections at this point other than to say, whenever he feels he makes a map good for wcs he means removing ceilings and making it way to easy for flyers and spideys, which is why everyone hates maps like inferno pro or future aztec, cause flyers get from point a to point b way to fucking fast.
I hit Brett right in the feels.
The two "elevator" Teleporters: When I enter with speed, I keep getting teleported back and forth. It throws me backward when I go through those pairs. The other set of portals seems to work fine.
When playing 10v10 spawn points are such that spawn killing will happen a lot.
The accessing the site thing was just an observation, you can jump to the ramp thingy and only take about 90. With all the sloped surfaces we get, fall damage is going to be inconsistent anyway.
Also, this is opinion, I prefer 2 objective sites, for bomb maps especially. Single site often becomes more of a deathmatch than plant/defuse.
Originally Posted by ZERO