monkey if you need help with holes in disps and wanna know how to tie flags to refs add me on steam. im gonna get you through this. with kraken i cant help sady :D
Oh alright alright..... Let me just try to find it first..... If I find it, I'll upload it either today or tomorrow.... If I remember correctly there were some things I wanted to "pretty up".
Alright. In the new version not much has changed map wise (I really can't be bothered making it look pretty), but I have fixed the glitch where you can swim to the opposition's base. That was a pretty bitchy-assed glitch. Basically the biggest change would be that the mid-point is now a bleeder (1/s) with a 15 cap time / 3 sec un-cap time. The base bleeders have been replaced with normal res points and the overall ticket number has been reduced to 500 (instead of 800). Any complaints? If no one says anything by the end of today I'll declare myself finished with this map (I'm over it).
What do you mean you made it impossible to swim to the enemy's base? D; Actually, I had an intelligent idea. BOATS! But srsly, func_train boats with an on/off button or some shit like that....how awesome would that be!? Or even free controls etc.
swimming to the enemy base was the coolest shit ever. without that, there's only one way to enter the enemy base, making this a chokepoint map worse than crossroads and money combined.
If anything, there needs to be MORE ways. I spent so long trying to scale the mountain from behind it, only to find it's nigh on impossible since the new 2.25 tf2 collisions. Or at least, in 15 minutes we couldn't make it with 2 engys.
the collisions make staircasing difficult, but not impossible. relatedly, scaling the northwest and southeast cliffsides were the trademark of the map. guns of navarone type stuff right there.
exactly this (and for lake additionally the lack of building space) is the issue with all your maps monkey
Lake? God I almost forgot about that map.... thanks for reminding me of how shit it is (but seriously I'll fix it sometime - If I can build up the motivation). Anyway for 2islands I've removed the bridges all together and instead put in one big bridge connecting the 2 islands. I'll be adding lifts and the like to add diversity but ultimately the ticket bleeders are going to be in the center (I'm thinking - control all three islands). Here's a small picture so you get the idea: Comments?
if you'd just add this bridge instead of replaceing the current ones, i can see this to work out quite well.
Well I'll play around with it. I'm thinking about adding a "blimp" that will fly overhead, stopping at both bases along the way (thinking - NF get on, parachute down. BE get on, parachute down rinse and repeat) but I'm afraid that there will be too MANY people floating down into the base..... This also replies on the parachute addon which I find rather...... Bad form. My other idea was a boat that goes to the "back ramp" (that lower ref point at the starting base). All in all - I'll do something and just post up pics here for you to burn up later on.
dont plan a map around a feature that is only server specific (parachutes) also func_train is jerky, unless this got fixed at a time ...