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BT-ApproachBT-ApproachV3
BT-Approach

Author: NuLL
Added:ma okt 13, 2014 at 02:26
Rating:6
Downloads:131

Download (15,94 MB)
17 comments
Comments
Franky`
USER: FKY

RampageRampage
Posted: ma mrt 21, 2016 at 14:08

love this one
macz^
USER: WANDU

RampageRampage
Posted: ma okt 20, 2014 at 12:42

another great map ass always! too hard for me ;( need to practice ^^
p-a-w-e-l
USER: P-A-W-E-L

Godlike!Godlike!
Posted: ma okt 13, 2014 at 20:09

Now this map is great, can give 10/10. Razz

Ah and to shortcut and the end, idd it's a hard fix, you repair first one and it can be doable to find much more ways there.
NuLL
USER: NULL

DominatingDominating
Posted: ma okt 13, 2014 at 09:50

Will not be an easy fix so disallow it for now.
P.E.R.N
USER: PERN

i4Games Admini4Games Admin
Posted: ma okt 13, 2014 at 05:09

I prefer the V2 flag approch than the V3 by a lot, its a nice challenge.
The arrows with instant kill or even only 95 hp loose is annoying anyway but we can time them.
About all the glich sc found by Bor4us at end, its up to you NULL to decide if you want to fix or if you want to allow or not allow them.
Until your decision, scs arent allowed at end ofc.
[i4g]bor4us
USER: BOR4US

PlayerPlayer
Posted: ma okt 13, 2014 at 02:31

idk if u saw my facebook vid but there are such huge cuts at the end! wall bugs and glitches to avoid doing that whole room..
CTF-BT-ApproachV2 > CTF-BT-ApproachV3
NuLL
USER: NULL

DominatingDominating
Posted: zo okt 12, 2014 at 22:36

V3
Changes.
Arrow damage decreased to 95 hp damage per hit.
Second slab move speed increased.
Flag moved to more suitable position.
Sky box size increased and stars layer removed.

https://www.sendspace.com/file/krsraw
NuLL
USER: NULL

DominatingDominating
Posted: zo okt 12, 2014 at 15:25

Removing the board would totally change the whole room, it blocks you from skipping jumps to do it in the intended manor. As regards to the sky box, it is not broken, the rendering settings you are using just drawing it that way for you. I will revise the skybox never the less to prevent it.
Bloeb
USER: BLOEB

RampageRampage
Posted: zo okt 12, 2014 at 15:00 Not useful

I'm not a big fan of the theme, but it's well executed and it's nice to see a new set of textures again.

Overall the map is quite fun, but I completely agree with Safester about the obstacles. Especially about the movers with the thin ledges. I think I would've liked that obstacle a lot more if the movers consisted of simply 2 beams without the board in between.

Another small thing I noticed is the skybox. It seems broken: [img]https://imageshack.com/i/ipd1tc8Lj[/img]
p-a-w-e-l
USER: P-A-W-E-L

Godlike!Godlike!
Posted: zo okt 12, 2014 at 13:55

@ bor4us,
nice shortcut it seems. Smile I only knew you could skip half fall with about 40 hp remain. But this? wow. Cool trick Razz

Apparently someone is Kassadin's main. :3 Rolling Eyes
[i4g]bor4us
USER: BOR4US

PlayerPlayer
Posted: zo okt 12, 2014 at 09:18

i made a video about the end.. first i thought it was a fall.. it wasnt.. then i found something super duper

https://www.facebook.com/video.php?v=1488252538112942&set=vb.100007846305373&type=2&theater

i made a wannabe facebook page just to upload the video

let me know when this gonna be fixed

cheers Smile

ps. overall good map
SAFeSTeR
USER: SAFECRACKER

Godlike!Godlike!
Posted: za okt 11, 2014 at 23:45

I never said they were lucky or random, just my character sometimes shakes when holding walk on small ledges (like its between falling or standing still) and often when I release walk my character will fall. I thought it was a common feature for everyone when using walk on small edges?
p-a-w-e-l
USER: P-A-W-E-L

Godlike!Godlike!
Posted: za okt 11, 2014 at 23:35

@NuLL, Well as I said, I only care about last jump and arrows xD Rest obstacles are based on skill so np.
@Safe, no idea how do you find those jumps random / lucky.... Character didn't shake for me. Maybe precise jumps and stick closer to wall? ;3

Good to hear about fix. Only things we've mentioned need fix but that's all I would say. Smile
NuLL
USER: NULL

DominatingDominating
Posted: za okt 11, 2014 at 23:27

v3, the awkward flag position will be changed and arrows will be nerfed a bit down to 95 probably. Will time up the slab jumps a little too i think that what your talking about pawel. If theres anything else please let me know
SAFeSTeR
USER: SAFECRACKER

Godlike!Godlike!
Posted: za okt 11, 2014 at 23:18

Pawel, didn't your character ever shake when on the liftjump ledges? Similar to when you jump on a small 4x4 pole and hold with walk?
This happens to me a lot on this obstacle Sad More irritating than the arrows imo as it's much further in the map.

And I agree the flag could be easier, when play testing it only took me about 5 attempts, but I was playing offline using fly / ghost / god modes so I appreciate it would be much more harder / frustrating playing online.
p-a-w-e-l
USER: P-A-W-E-L

Godlike!Godlike!
Posted: za okt 11, 2014 at 22:22

Great map from it's layout, but I will focus more at obstacles.
Some of them are very original. I like two liftjumps with ledges part a lot, and it isn't hard. Surprised Did it every time while passing.
But yeah. Arrows are insanely irritating. You could at least make them taking 99 hp ( since you can do last fall without losing any hp ), not a whole ammount and die instantly. :/
Then we have few short liftjumps, which are kinda annoying to do multiple times to achieve at least one high enough jump....
About un-synced movers Safe's mentioned, I have nothing against since you have plenty of time to time them properly.

And last " jump beneath " thing. What is the point of doing it? To frustrate people? It took me over 1.5 hour just to cap it, because before I've died few times due to that. That flag is a bit too far, and also I'm not the one who had problem with such jump ( and won;t be only ).

-v3 would be cool, but no need to remove this map from BT2 as everything works fine.
Last but not least, I wonder have you ever capped this? If so, let me know.
9/10 ( could easily give 10 points, but that last jump...... )
Difficulty 5 ofc, but that last jump gives it about r7. O_o
SAFeSTeR
USER: SAFECRACKER

Godlike!Godlike!
Posted: za okt 11, 2014 at 20:47

Great design as we've become accustomed to from you Null and some nice obstacles, but then you know what I think of this map from play testing it for you.

However, having played this online now, some features seem a bit more 'aggressive' than when I played it offline.
- arrows at start seem a bit more difficult to time and pass, i was there 3 minutes online when i only died once or twice in a row offline.
- the 3 'un-synced' movers after the 2 liftjump / shots at times didn't line up, preventing me to pass, again this part was np offline but maybe i was just lucky with timing?
- the unstableness of my character on the 2 lift jumps, where you stand on the thin ledges of the movers, seemed worse online (very annoying to die like this, maybe it's down to the way I control my character, I don't know)

Anyway, not sure if any of these are issues that require 'fixing', the map is very playable, so good job.

Rating? maybe 4 or 5?