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!!Frit!!Viandel USER: VIANDEL
Rampage | Posted: Sat Aug 03, 2013 at 01:42 | |
| After capturing it, I'm hopping on the bandwagon and also saying this map is easy.
So weird that in the room with 4 floortargets + 4 ceilingbuttons you just have to stand in it and let the bouncer do all the work. You dont even need to look up and aim for the button.
Next up: Prosperity ! |
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EmilYoo USER: EMILYOO
Killing spree | Posted: Thu Dec 15, 2011 at 15:19  | |
| Okay, but even so, this room looks strange. |
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}ElitE{cRuNcHeR USER: CONOR
Killing spree | Posted: Thu Dec 15, 2011 at 14:37  | |
| Night Terror explained that in the comment below yours, EmilYoo. It doesn't require a fix. |
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EmilYoo USER: EMILYOO
Killing spree | Posted: Thu Dec 15, 2011 at 13:11  | |
| The second room is still wrong.
Doors open at random. Maybe fix this? |
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| CTF-BT-(LT)Nobility-V2 > CTF-BT-(LT)Nobility-V3 |
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-}Night_Terror{- USER: LAUREN23
Killing spree | Posted: Wed Dec 14, 2011 at 20:55 | |
| Thanks to Cruncher for showing me some problems.
@Pawel, you are mistaken it's not unbalanced, a different door opens depending on how you shoot the trigger (look at the map in UED, will explain)
Link for V3: http://www.mediafire.com/?96192rn0ogm84ob (Trustee please please upload =) |
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}ElitE{cRuNcHeR USER: CONOR
Killing spree | Posted: Wed Dec 14, 2011 at 20:28  | |
| 2. Other shortcuts have been removed, including one noone noticed. |
I'm pretty sure all the shortcuts were noticed by some of us. Including the one in the room with the 4 bouncers / buttons .. |
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p-a-w-e-l USER: P-A-W-E-L
Godlike! | Posted: Tue Dec 13, 2011 at 22:08  | |
| Pity, on red site in 4 bouncers - 4 buttons sequence first button doesn't work lmao
Also it's so weird that you spawn in two diffrent " maps ", I mean that once in first sequence part you must run longer distance than on other spawn, it's bit unbalanced. :/
Map left on bt2 waiting for fix. |
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-}Night_Terror{- USER: LAUREN23
Killing spree | Posted: Tue Dec 13, 2011 at 20:58 | |
| V2 Changes:
1. Start Secret/Shortcut doesen't exist.
2. Other shortcuts have been removed, including one noone noticed.
3. Bouncer Radius and button timeings improved. |
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| CTF-BT-(LT)Nobility > CTF-BT-(LT)Nobility-V2 |
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RoelerCoaster USER: MMI
i4Games Trustee | Posted: Sun Dec 04, 2011 at 00:53  | |
| Nice pepsi-logo lol |
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Franky` USER: FKY
Rampage | Posted: Sun Dec 04, 2011 at 00:28  | |
| nice map 7/10, a bit short and to ez |
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`Chr1st-BLS USER: CHR1ST
Rampage | Posted: Sat Dec 03, 2011 at 14:55  | |
| Your maps keep surprising me, Lauren =] To be honest I think the lightning isn't too dark. Gives the map a good atmosphere. Raylen might have a point with the delaytimes, but then again, I didn't bother really I thought it wasn't confusing at all. Good job! |
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Raylen USER: RAYLEN
Rampage | Posted: Sat Dec 03, 2011 at 13:39  | |
| I agree with flow about difficulty...dunno if it's 4, maybe like 3.5
Few comments for you lauren: firstly, you don't need to double the skybox in maps, one is enough. Also, the SW pads at the end have a collision height that is too small - when I play the map online, I just fall straight through the SW pad and onto the block beneath. Use a collision height of at least 32 (or something like this) to prevent this. Also, if you put the Top viewport into Radii view, you'll notice that the SW pad isn't *quite* lined up with the block. I find it helpful to change the properties of actors such as kickers, lights etc so that they snap to the grid (Properties - Advanced - bEdShouldSnap), then you can really make sure your maps are consistently accurate (no comments plz!).
Finally, for me, the lighting was a bit dark/dull. I only use software render though, so maybe it's my own fault, but you might get a better contrast by using more lights with a higher brightness and lower radius.
As for gameplay...it was pretty fun. Going through with cp took a little while, but not too long, and then took me (a noob) a little while to cap. The only I would perhaps say is that delaying the movement of things (such as those first liftjumps) can confuse people, as they aren't sure exactly what is causing the mover to move. For ages I thought that I had to shoot somewhere to make the thing move! Also, you have some really generous timings on doors and stuff, which is nice. However, if you make the timings a bit tighter, it makes it clearer for players which doors they are meant to go through (kinda). Others may possibly disagree with this last bit
Good job and more maps plz  |
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}ElitE{Bon USER: BONKET
Dominating | Posted: Sat Dec 03, 2011 at 11:49  | |
| Nothing wrong with kickers.
Quite good map. Keep it up. |
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kleps USER: ONEXAN
Killing spree | Posted: Sat Dec 03, 2011 at 11:01  | |
| Great map laurenario. Like it as a whole, just that PIECE OF SHIT kicker part with 3 target (FUUUUUUUU)
And why is this r5? r3-4 max |
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Zanmato USER: ZANMATO
i4Games Trustee | Posted: Fri Dec 02, 2011 at 23:35 | |
| Very nice map. Good job! |
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synteX USER: MATTHI-
Unstoppable | Posted: Fri Dec 02, 2011 at 20:56 | |
| nice map my friend! keep it up |
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p-a-w-e-l USER: P-A-W-E-L
Godlike! | Posted: Fri Dec 02, 2011 at 20:17 | |
| Fun map lol. Great for teamplay, imo it will be in next CB season ( if that season is gonna even exist )...
What can I say... Had fun !cping, playing and also rushing. Anything would I add? It's too short again!!
8/10 |
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