i probably have a 1% chance of ever winning in duel against you
Only issues I can forsee are the ceiling heights being a bit low for any sort of rj movement, and the transparent walls tend to make it bog down hard in terms of fps if you look thru a couple.
The drop down to the backpack is a bit tight to hit if you're moving at any speed, so a few units back from the ledge might go well there.
one thing I noticed missing is the small healthpacks in the RG and CG rooms. I feel these are vital for duel on this map bc a quick drop down at RG can save you if you took a spam hit up at the ledge where the HB resides, and the same if you took a hit at CG. This way you don't have to run straight to the one below the YA which is almost always a trap.
rdm7 is already a good mapso before anyone can give a great opinion on your remake... what was your goal on the remake? did you find the original map lacking in certain areas? what are you aiming for? its all relative... if you just want a slightly larger fun ffa map, mission accomplished, if you want something thats gonna see EDL then the original's less is more approach is what made it great
ga is so easy to deny for one... it was easy to punish before, but now it is just ridiculous lol... very cool placement though i have to say
the halls with shards are too narrow to sneak past without making a sound...
the 50 health on the ramp is kinda... hmm... too much for the positional control it already has...the clear corners are quite wide so it ruins good corner shots that could be used to help regain control with free damagefar as the gl placement, you kinda screw over anyone who spawns in GA room that can't jump pad to chain (rail waiting or whatever)
I'd have to play it to give real feedback, but I don't really dig the clear walls or the ramp
Cut 800 polys on one end
VaeVictis:i find it funny that you even consider grammar a sign of intelligence, that itself is a very uneducated claim