Guardia 'SV' (if you don't like GuardiaAL :P)

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me wants it now :P
 
oof, [excuse]I think beta 6 was not yet tested[/excuse]

IIRC I wanted to test beta 6 before deciding which (at all) of the routes to garage to take away

Im a bit short on free time atm, so anyway who feels like it is allowed to set up a test session :)
 
sobo said:
oof, [excuse]I think beta 6 was not yet tested[/excuse]

IIRC I wanted to test beta 6 before deciding which (at all) of the routes to garage to take away

Im a bit short on free time atm, so anyway who feels like it is allowed to set up a test session :)

that still looks pretty much up-to-date :)

can try and finish it but i will need some feedback from beta 6
 
sobo said:
that still looks pretty much up-to-date :)

can try and finish it but i will need some feedback from beta 6

u should fix u download link..

i installed Beta Maps on the BAMS weeks ago, but couldnt download ur version...
 
some pics... this post is possible thanks to Ulv who dug out the map from its decade of hibernation:rofl: Maybe now it can be done for UT4. i ill use this post to showcase it for consideration in ut4

the philosophy of this map is not to spread our attack and defnese to the point of making it assaultable by avoidance, but to stay true to spammy spirit of guardia but making the battles more even, due to redesign of the combat areas, the weapon balance, armor balance, spawn route balance.

as you can see in the pics, the first half of the map was mostly widened out and weapons were changed to be less spammy. in the second part the attackers gain more hold of the powerful weapons. since there is no direct line of sight the battle will be moved away from the bridge to the (larger) area in front of the garage. Defense at the end dont spawn in the minigun room but in the new Area (marked by A on the end.jpg screenshot) from there they can go directly to the garage with shitty weapons OR go around the garage directly to the front OR go through the garage which creates the risk of attackers sneaking into final room. Attackers can finish the map even before the garage door by going into defenders spawn.
 

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