Discussion in 'Maps, Mods, Mutators and Skins' started by sobo, Dec 5, 2003.
clans need to place their players well to leave no loop holes
first time that i get lost in a Guardia version
a map 4 garage area at start cave could be usefull
hint: use ghost once and get over the map so you have a plan of the garage area, its very simple still actually.
also i thought of using either the way through the tank room for def as an additional path or the newly made room with the lift in. of course if people like it both ways can stay. neway does it give the def more of a chance to def the garage ? also with the boots they have now ?
delete the boots, the rest is nice
without the boots defneders have about no chance really to prevent an attacker from hammerjumping onto the switch directly after he reached the garage.
but when attackers gets the boots...
then they get the garage door boots spawn once or twice a min i think, chances are slim and there are enough other ways for attacker to get that switch, also i doubt theyll rest there for more than a couple of seconds when they spawn because boots are the quickest way for def to reach the garage.
I think boots are more of an improvement tbh. they also make the map a LITTLE BIT interesting for insta, whenit was completely indefendable before imo (no hammerjump for def possible)
u remember that u built a lift for the defenders just a few meters further don u?
that lift wont be enough to give the def a chance to stop a hammerjumper
well so couple of you say it would be much better without boots but with the two new routes? maybe lets see
the key is: "ghost"
crat yould you replace beta 5 with this one. Maybe i can announce a date for a testing in some days.
done. Beta 6 is on DFP server now
i think with this latest version you chanegd the balance too much in favour of the defenders again, mostly by the weapon placement on the bridge and by adding the lift behind the cavern. the defenders cud easily hammerjump up before, i dont see a reason for that lift, it makes it too defendable again as now no defender will go around the back.
so as an attacker you fight down 3 defenders and they simply respawn and come up the lift. quite annoying.
their spawn is like 3 seconds from the lift. the lift can be spammed with shock, as can any other way the def could come from.
with only 1 route for the def spam would be too easy, more so as they only had 46 health
Also i doubt more than say 20% would like to replace guardia AL with SV as it was in beta 5
Or do you agree that beta was too easy to *attack* but beta 6 overdoes it a bit and is now too easy to *defend* again ?
I already thought about it: there are 4 (5 with bootjump) paths that def can use to get into the garage atm. in beta 5 there were only 2 so the logical balancing step that could be taken is delte 1 path again to make it 3 paths
Which one though ? I think to get to decide this a public test is required however i still didnt get to announce one because i kinda forgot about the map; will try to get hold of a server sometime next week maybe.
i found the last beta pretty balanced, it seemed still easy to defend, but i never had a chance to try it online.
ill have a look at the newest version again tho.
Er, wouldn't killing Hammer Jumpers with the Shock Rifle still be pretty easy. Works well in all other versions of Guardia...
it was assaulted every time in the public test, often in a very short tim too. gerage was notd efendable at all because atack could easily shock the hammerjump hole and the secondary path,
@atma yeah it is, thaty why i hope beta 6 is an improbvement
ye but even if it is fast attackable, i like that, it means that the defence actually has to have good positions and teamwork.
plus next to all the 10+ minute maps in the league a little 3 min breaker wud be welcome
whens it ready!
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