CTF-CollarDreams

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CTF-CollarDreams

Postby wndg » Fri Sep 12, 2014 5:28 pm

Last edited by wndg on Mon Sep 15, 2014 11:36 pm, edited 1 time in total.
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Re: CTF-CollarDreams

Postby Darkside » Fri Sep 12, 2014 6:58 pm

wireframe pic pls.

from what I remember of last night, the mid spawns were horrible. it was 0-0 for 15 minutes due to easy fallback.

more when i play it again.
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Re: CTF-CollarDreams

Postby Darkside » Mon Sep 15, 2014 10:55 am

yup. mid spawns are pretty bad.
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Re: CTF-CollarDreams

Postby bear » Mon Sep 15, 2014 12:14 pm

i do not like this map because of the mid spawns
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Re: CTF-CollarDreams

Postby wndg » Mon Sep 15, 2014 11:24 pm

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Re: CTF-CollarDreams

Postby Darkside » Sun Sep 21, 2014 3:16 pm

played the new version this morning/last night. Like the new edits, but mid spawns are still not good. i don't know how to fix but it didn't take much before it was another dm/fallback/chase fest.... but higher scoring (5-4) this time around. Needs more plays to confirm.
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Re: CTF-CollarDreams

Postby Sauron » Mon Sep 22, 2014 1:06 pm

Defense seems awfully easy for a first play. The bounce pads are useless for getting the the stand, and you are given a tiny little ramp to approach the flag from low (easy shot for the defense). A wider ramp on both sides should lead to the stand. Also, the giant clear block in the middle of each base makes it extremely easy for defense to see where everyone is coming from, even without comms. That giant space should be dark and solid instead of transparent. Low /midlow need some more obstacles - just empty giant spaces where everyone drops down from high to - and it is the only feasible exit after grabbing. High is nearly useless to exit from with the flag because of the spawns.
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Re: CTF-CollarDreams

Postby wndg » Thu Sep 25, 2014 2:48 am

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http://www.mediafire.com/download/5si63 ... Beta05.rar

Hope the changes create a better flowing map.

thanks to everyone that's play tested thus far.
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Re: CTF-CollarDreams

Postby Darkside » Thu Sep 25, 2014 11:37 am

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Re: CTF-CollarDreams

Postby wndg » Sun Oct 05, 2014 11:28 am

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Re: CTF-CollarDreams

Postby wndg » Fri Oct 10, 2014 11:40 am

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https://www.mediafire.com/?2dez980f67qznt9

made sure the places you can see clear across the map are limited. People didn't like the flag stand so made it a little more conventional.
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Re: CTF-CollarDreams

Postby pulip » Tue Oct 14, 2014 1:06 pm

I liked how the early versions of this map were. Just the flag stand is better on this newest version.
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Re: CTF-CollarDreams

Postby wndg » Wed Oct 15, 2014 6:09 pm

had some complaints about offense running into each other, and the defense having direct line of sight to the flag. Changed it up according to the feedback.

still waiting for someone to upload this version.

http://www.mediafire.com/download/2dez9 ... Beta07.rar
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Re: CTF-CollarDreams

Postby riven » Fri Oct 17, 2014 3:26 pm

Played this map 5 minutes ago, I gotta say this is the first map that I really like from you windigo! Good job on this one!
Has a good flow, also the high-sides are pretty cool with the teleports. nice one
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Re: CTF-CollarDreams

Postby HULKSMASH » Fri Oct 24, 2014 10:34 pm

I think the map has potential. It was a bit disorienting at first: a lot is similar, it is hard to find orientation points, the first attempts at giving comms were confusing and spawns and their directions made my brain crash.
Hence my initial thought: this is doodoo. However. Near the end I had an epiphany and understand why so many people like it. As I only played defence I can only offer insight from that perspective.

Likes

The base is well designed and leaves a lot of room for juking.

I dont know if we were just noob but it seemed like an action heavy map.

Must be a runners dream.

It did not have the trademark slime wall or slime water (!!)



Feedback

Attackers crouch high behind the high...fences? Not sure what to call them. The defence however does not have any real good defending position or such fences: high gives most overview but due to small ledge it leaves hardly any room to bust a move and if one does not have 50 acc and hit the fence croucher one dies. Low also doesnt really have a good place to stand either. This also makes flag standoffs rather hard to defend. Not sure if this was on purpose.

It would be nice if you could dodge from high behind flag to the middle bit straight away and make that middle ledge a bit bigger. Now you can only drop down have to run a bit to get bouncer to the other side (or walk all the way around) if youre standing high and someoje grabs and leaves high.

I felt there were too many glass panes. If your d partner dies in the base and they leave that side, no way for you shoot him or get to him quickly if you are on the other side. As for mid there is almost no point in trying to cut efc from otherside if you spawn there cause only a really small percentage chance youre going to hit that.

Question

Is there a quick way to get from low to all the way high?

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Re: CTF-CollarDreams

Postby wndg » Sat Oct 25, 2014 8:01 pm

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Re: CTF-CollarDreams

Postby HULKSMASH » Sat Oct 25, 2014 9:12 pm

Wow, that was fast windigo xD Would like to try it tomorrow

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Re: CTF-CollarDreams

Postby Zac » Sat Oct 25, 2014 9:55 pm

You could do a better job with the textures...my eyes turn away when they see them.

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Re: CTF-CollarDreams

Postby wndg » Sun Jan 11, 2015 5:15 pm

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Re: CTF-CollarDreams

Postby kevinsan1ty » Mon Jan 12, 2015 12:35 pm

This map has a ton of potential.

Played it once, as a defender. Seemed to me attack was focused mostly on the left side of our base. I wonder if it was the same for the other team.
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Re: CTF-CollarDreams

Postby blackout\\ » Mon Jan 12, 2015 1:05 pm

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Re: CTF-CollarDreams

Postby PACO » Mon Jan 12, 2015 2:04 pm

Redirected and uploaded to ip1. Improvements look good, hopefully it plays well.
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Re: CTF-CollarDreams

Postby kevinsan1ty » Mon Jan 12, 2015 3:26 pm

aka biz<NeO>/bizmonkey

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