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map critique: Variant
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Topic: map critique: Variant (Read 2167 times)
SANCTIFY
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Posts: 7
Rated:
map critique: Variant
«
on:
January 15, 2010, 01:30:25 PM »
hey everyone, i've just completed a beta for my first map. i'm open to ideas and suggestions.
map philosophy: i've made this as a 1v1 map. and here is how i invision the map play.
there are 2 areas that can be held down. the main room + chain (for the person in control generally), and the rocket hall. There is no health on the map besides the adrenaline, because the person with control of main has too much position dominance for him to be healing up all the time. It would just be rediculous. This way the person in main can be worn down in between adrenaline spawns and possible killed to reverse roles.
tell me if i should add weapons/take away. add rooms, change teles, or any other changes.
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peewee_RotA
Brobdingnagian Member
Posts: 4152
Hi, I'm from the gov'ment and I'm here to help you
Rated:
Re: map critique: Variant
«
Reply #1 on:
January 15, 2010, 08:33:18 PM »
It's very raw as is, I'm sure it will be cleaned up more.
My suggestions is to probably rely less on teleporters and modify the hallways between rooms so that there are more places to duck in and out of and run away to. Right now it's essentially one giant room with a T shaped wall in the center.
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QwazyWabbit
Carpal Tunnel Member
Posts: 1373
Rated:
Re: map critique: Variant
«
Reply #2 on:
January 15, 2010, 10:11:10 PM »
I was going to say the same thing about the teleports. They are also too close to the walls and to the spawn pads, you can spread them out more.
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map critique: Variant
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