Ok here we go thanks for all your suggestions and special thanks to communism for beeing a stupid exploiter http://www.mediafire.com/download.php?mortt3gthjz CHANGELOG: -Made it easier for NF to get to the first button and open the bridge gate -Added, at first flag, a ladder in the water so be can reach the flag from ground level even if the blockade is builded. (Its a sneaky way to the flag for nf too) -First gate button glows red if closed, green if open -Removed second button, gate opens if the first flag is capped -Second way to get out of the first be spawn added -Added ladders so nf can climp up to the top level after the first flag -Removed parts of the bridge roof second flag -Added ladders to climp on those collums left of the bridge -Some cover added under the bridge -Added a wall so its impossible for nf to enter be's second flag spawn -Added a second layer of wall at the second capture point so be can fire on incoming enemys near the second flag -Added gates that open after second flag is capped so be cant rush through -Added second way to the last flag area -Captured flags give more resources now -Minor performance improvement -Playerclipped the rocks/mountains -NF spawns are moved a bit -added nobuild brush on top of every ladder -added a ladder at the last flag so brenodi can climp back up -added a walkway for be so they can defend the vents better
Have you make the minibridge udner the main bridge nobuild? BE got 2 level 3s up there, and nobody could leave the door to the bridge.
Theres a bit cover now, so you can nadespam / mortar those turrets. We have to see if its enough, oh and because NF is now able to get on the top left buildings (from NF point of view left) be cant camp with so many people under the bridge anymore.
nachoes cycled to this yesterday. game started out, i was on BE and we just got steamrolled. Had no idea where anything is, isnt very linear so I was looking stairs and ladders to get back up certain sections cause the map is built like Tokyo, building up not out. didnt even know which way the tanks were going to be comming from down below on the first flag or where the enemy was comming from in general. I feel you have to run around for 30 min on a LAN game figureing out wtf is what on the map before you can actually play it. and I also, after playing with parachutes, deem this map required with the parachute plugin.
The map has the same problem that escort has, if they cap the first flag and rush to the next they get two flags at same time. I have choosen the cheap way of making gates between the flags that only open if you capture the flag. That will not eliminate the problem of people camping a lost flag but it will minimalize it i hope.
I just played it. Very good. I love it. I want more. So you should start work on another one soon. Then we could have servers that only do escort maps.
Do you have to make a new thread for every nfescort release? Nooo! Anyways, Listen to Lithium. Tanking feels useless in this map.
The infantry can climp on top and destroy all turrets there, happens on every game i played nfescort2. With tanks, 2 cordinated tanks are enough to keep the whole be team at bay on the first flag. Apc rush is the key to win the last flag. The biggest problem are people that buy stupid, or useless tanks. I didnt restrict heavys in this release cause people begged me the whole time to add them. So now people can see how useless heavys are here. I played one game in which nf lost cause the team spend the whole money on biorocket heavys and well everyone that played the map knows how usefull rockets are at the first flag... I made a new thread cause people dont notice new releases without a new thread and I dont want to explain everyone personal that there is a new version. EDIT: because many complained that the first flag is so hard to defend against infantry... I wanted it that way so it isnt a endless battle to get the first flag so we dont have the escort, lame attacking team syndrom... hope it works dunno EDIT EDIT: lithium i dont block against your suggestion, I just want to wait abit til more people know the map so I can see how experienced teams play it.
1. Remove .50 cal - it's restricted on escort for some reason - it is just raping 2. Add a bit more cover to BE's spawn at first flag - NF can shoot on it almost from every direction 3. Last flag IMO should require at least 4 NF guys to get capped (and that hall is too dark)
You know the end of Raiders of the Lost Ark with all the crates? I think the warehouse should be like that. :p
1) more playtesting 2) thats why be has a second way out, their main exist is supposed to be easy to hit. (if you go under the walkway to the second exit you wont get hit) 3) yes i will increase that
ive played some games now, be seems to refuse to defend more than 2 ways at the second flag but ive seen cordinated be teams defending the bridge for like 1500 seconds so I guess its the team.