Hey - turns out IRC is out and something a little more modern has taken it's place... A little thing called Discord!
Join our community @ https://discord.gg/JuaSzXBZrk for a pick-up game, or just to rekindle with fellow community members.
to-do list
- need to change the F3 list
- want to add a red and a blue flag on the chain buildings
- fix the mover at the bomb
- add a door at the top of the main castle ramp which is closed until chains go
- add a delay 4 the final doors...after chains (3-5 secs) to give def the chance to get hiding attackers
- maybe reduce geni HP..if some cry 2 much ..
- try to fix the planetary movers
- make a "how 2" thread like i did 4 scarab
preview 4
- moved 2nd attacker spawn more back to have a longer geni fight (double launches can be set at several points)
- added red n´blue flags on the chain buildings
- added a gate at the ramp to castle
- set a delay 4 the final doors
- made new signs 4 the defenders in the castle
- changed the water tunnel msg..it comes only 1 time, so watch out when u defend!
- the collision radius of the chains is now 25% bigger
- changed/added minor stuff u won´t c
i think i killed chain with 4 sniper shots if i remember
the falling out of train is a UT bug..dunno if i can fix that..just don´t jump
Watching it in pug today some things occurred to me about the end portion:
[*]Pls add some sort of teleport for spectators, since once the attackers get the train the specs are forced to freecam all the way along the train tunnel. This might sound like a small thing but for UTV or in a tourny with specs it might be quite significant.
:
Watching it in pug today some things occurred to me about the end portion:
[*]The very top of the castle has a room in it accessible by lifts for the defence, but this room seems kind of pointless with not much ammo, no weps, nearly impossible to see attackers coming unless you drop out of the windows... Maybe change this room to have a powerup or a useful tele to somewhere else - maybe a two-way tele so that attackers can access that room and attack the Final from there?
:
Watching it in pug today some things occurred to me about the end portion:
[*]One thing I think the def really needs at the end is a lift on either side, somewhere around the boxes, so that they can jump up onto the surrounding grey walls and spot launch teams going to either outer side of the castle. As it is the Final def are forced to react as soon as a launcher reaches these walls, but the def can only get up there by hammerjumping or taking a launch, kind of like deffing Frigate roof.
:
I agree with Humph. In this regard, I still have 2 unfinished maps somewhere on my HD, maybe you will like to use some parts of it, for other maps, Snuggs. I can send them to you, if you want.
One is already pretty far, but quite Guardia like sometimes. I made it with jwer's recommendations and testing and I would say it has technically some nice things involved (more as a training map for me)
Another can a very basic outside terrain drafted without much AS involved yet. I think you can contact me via mail or ICQ
Oh, and have fun with Ches map everybody
PS: ok some constructive criticism on the map (I have only seen the screenshots) You should add several low radius light sources, especially in the outside Areas. Those help a lot to make it look nicer. Cant comment on how the map plays of course.