Hello Peeps, Took some notes from map feedback in game last night and.... 1. I have added more lights into the map and adjusted the overall light value for those of you with ahem - dark monitors - LOL (this item has been completed) 2. Have blocked a lot of the sniper sightlines, especially red's ability to snipe blue's spawn point. Am doing some final adjustments on this tonight. 3. Expanding 1 nook for blue to build up a push in (near red's 1st spawn) 4. Will be using red's first spawn area for a new blue spawn once blue captures the covered bridge. Am contemplating making a one way door for blue near the final cap to assist blue in building up a charge to the last point. Unlike the auriferous map that requires major work to complete, these items are a quick fix, hopefully will have them all done by tonight and link posted for the downloads. Sometime later today. If any of you have any more fixes to be done - try to get them to me today
Ok map is completed - if you want to see it go here http://steamcommunity.com/sharedfiles/filedetails/?id=860711998 Merlin - feel free to add it on and remove the old one
Blue's second spawn was great. The tall building at the end was the perfect height. I can't say for sure about the sniper sightlines, but I was getting killed much less by snipers. That last one way door near the end was great for blue, though tough without an uber. Great stuff Bug.
Last point is one massive choke. Needs massive amounts of reworking. There's too much open or tight space, and no happy medium there. Less lighting would also be better.
Glad we played it again last night - I was able to get more feedback on the game play - have already changed some of the last cap point around - it was also really nice to see blue congeal and do a massive team push of the cart to victory even though red spawn was right there. I have already changed a couple of things at the last point - made it easier for the blue team to get to the uber build up room. - have also been thinking about making a tunnel through that large building so that blue can uber in closer to the point and thus help offset red more. Again thanks for helping me make the maps better / more balanced hopefully I will have version 4 ready for the weekend. Also I will keep changing thread title names from Update to Add - update will update you on the changes, add will let you know the changes are completed and there is a new file for you to add
rc4 basically done - will test then post You can now or should be able to fight on top of the water tower too.
saw two visuals that need correct, ammo pack, staircase - last point seems a little more balanced - will get on it
map had been updated - fixed the visuals and added in some spawn protection for blue's 2nd spawn room - should help blue engies and their teleporters and keep up the pressure on red at last cap point. Here's the DL: http://steamcommunity.com/sharedfiles/filedetails/?id=860711998&requirelogin=true
ok it looks like we have balanced out the map a lot - especially at last cap. If anyone want to see some more changes to it list it here. Until then I'll leave it as is until you get used to it more note to self - pit a block bullets on water tower to keep sentry guns from shooting you from below
Map has been updated to version 6 http://steamcommunity.com/sharedfiles/filedetails/?id=860711998&requirelogin=true