Guardia: Shit Version?
Nah, haven't tried it yet. Too busy downloading UT2k3-AS so I can slag it off when I decide it's shit.
Nah, haven't tried it yet. Too busy downloading UT2k3-AS so I can slag it off when I decide it's shit.
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.
I agree. I thought about making the cavern a bit longer? what do you think?SXPower said:just b4 bridge hallway to long
I agree here. My idea was to move the entrance more to the right. The 3 boxes with the Keg on then would be moved more to the left so the attackers cant shoot into the garage as easily and defense cant sniper the birdge as easily.SXPower said:bridge alot better but you can c the room with the trigger
Bossk said:like the design and thoughts behind it. Maybe some online playtesting ?
That is exactly what i thought about today, exactly though i jknew itd be going out tionight so i didnt do this today, maybe some time next week., ill put a beta2 on websapce before we test it online containing some changes that i think, make sense.Bossk said:lets create an IRC channel, gather some players and test. Something like #guardiasv.
sobo said:I agree. I thought about making the cavern a bit longer? what do you think?
Or leave the cavern as it is but move the rest of the map a bit back so the hallway becomes shorter?
I agree here. My idea was to move the entrance more to the right. The 3 boxes with the Keg on then would be moved more to the left so the attackers cant shoot into the garage as easily and defense cant sniper the birdge as easily.
One box will remain on the right side because otherwise the turret would be undefendable in insta.
How do you think about extending time limit to 6 or 7 minutes?
sobo said:Anti: the under water andf fan tunnel imo are what made Guardia AL FAIL!!
keeping the STYLE of the orig is the most important part to remember wehen making a remake of a map.
sobo said:thats no bug pyke. when the attackers cross the bridge they get the pulse spawn additionally. 50:50 spawns in flak and pulse room. mvoing it even more forward would mean attacklers had spawnprotection whoile fighting on bridge, which would suck.
After todays playtest i figured its still alot too spammy. ill work on it again and reduce the ability to spam flak/rl as much for defense.