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Author Topic: 6p_CityOutskirts v2  (Read 6102 times)
0 Members and 6 Guests are viewing this topic.
PonySlaystation Offline
EIR Veteran
Posts: 4136



« on: May 01, 2012, 05:17:23 am »

-Removed shotblockers
-Removed some tank traps

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Sharks are not monsters Henley, they are cute, cuddly and misunderstood. They love humans. sometimes they love TOO much. They love people so much that sometimes their kisses separate people into two flailing pieces which are consumed by other sharks in a frenzy of peace and joy.
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #1 on: May 01, 2012, 05:18:35 am »

just remove entire map completely
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #2 on: May 01, 2012, 05:19:08 am »

Why? It's a good map.
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LeoPhone Offline
Honoured Member
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« Reply #3 on: May 01, 2012, 05:24:33 am »

how is it a good map?
you cant flank, you cant get behind them coz you get spawnbuffraped, you can't do anything. you're just doomed to sit there at the frontline and wait till the game is over.
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hans Offline
EIR Veteran
Posts: 3497



« Reply #4 on: May 01, 2012, 06:07:01 am »

middle right side is a cluster fuck with the trenches. On the one hand they are perfect shotblockers and on the other hand u can place mines very well to defend this area successfully. No flanking possible on the right side.
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Also, bad analogy ground, My vegetables never pissed on my ego when I decided they defeated me and gave up on dessert.
8thRifleRegiment Offline
EIR Veteran
Posts: 2210



« Reply #5 on: May 01, 2012, 06:16:45 am »

Its a fine map, the shotblockers are there for a reason
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #6 on: May 01, 2012, 06:23:04 am »

@Leo, There is room to flank and the spawn isn't closer than on any other map.

@8th, What reason would that be? because most people have been complaining about them. Maybe I'll put some hedgerows there instead. The thing with the shotblockers is that even if you destroy them you can't fire over them, it's not good for gameplay. It creates a lot pathing and similar problems.
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LeoPhone Offline
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« Reply #7 on: May 01, 2012, 06:25:39 am »

@Leo, There is room to flank and the spawn isn't closer than on any other map.
not if you compare it to other fail maps like bocage. we don't need more of those maps.

and 8th is right, removing the shotblockers make this map even more unplayable.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #8 on: May 01, 2012, 06:26:56 am »

Well that's your opinion against everyone else.
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LeoPhone Offline
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« Reply #9 on: May 01, 2012, 06:28:07 am »

just like everyone plays the scheldt in vcoh right?
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8thRifleRegiment Offline
EIR Veteran
Posts: 2210



« Reply #10 on: May 01, 2012, 06:32:26 am »

Well that's your opinion against everyone else.

becuase too many nabs qq when their minimal micro fails, if you remove shotblockers, 1 88 covers the entire map.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #11 on: May 01, 2012, 06:43:16 am »

That's true, which why it's a good idea replace the shotblockers with other objects like hedgerows to keep the map separated into different areas.

But there should not be huge indestructible objects in the middle of the map. It's annoying and it creates pathing problems and it looks like you can fire through them but it's not possible etc.
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8thRifleRegiment Offline
EIR Veteran
Posts: 2210



« Reply #12 on: May 01, 2012, 06:44:31 am »

once youve destroyed them, it is possible to fire through
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #13 on: May 01, 2012, 06:47:00 am »

I'm taking about the stacks of barrels. No, it's not possible.
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IJustDontCare Offline
EIR Veteran
Posts: 315



« Reply #14 on: May 01, 2012, 07:16:45 am »

Well eliminating/removing all those shot blockers just makes it easier to doom fort have fun.
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hans Offline
EIR Veteran
Posts: 3497



« Reply #15 on: May 01, 2012, 07:19:12 am »

omfg,

shotblockers are okay. What i meant with the trenches especially on the right middle, is that its a fucking row blocking nearly the whole right side.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #16 on: May 01, 2012, 07:42:11 am »

I have added a few hedgerows that will hopefully open up flanking possibilities by dividing the map into separate areas. This will also make sure that an 88 can't cover such a large area.

Let me know what you think, please post constructive criticism and read the entries before you reply.

Left side:


Right side:
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hans Offline
EIR Veteran
Posts: 3497



« Reply #17 on: May 01, 2012, 07:48:30 am »



red circle: pathing problem tbh

red line: shot blocker row i really cant like
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TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
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Posts: 6294


« Reply #18 on: May 01, 2012, 07:51:37 am »

So you took the OMG map and modifyed it for EIR?
not cool tbh.
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #19 on: May 01, 2012, 08:27:50 am »

stop wasting your time on this map.

and hedges are a bad idea coz they get destroyed. then the map is completely open anyway
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