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map kick s ***! it's definitly worthy to be moecitys 3 succsessor...
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I have to check this map out, it looks very nice. If it got decent fps, we will give it a shot on our server
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OK, I opened map in editor and once we run CTD server, its very important, how spawnpoints are spread around diamond. In this case is UFLL in big advantage and I predict that they will always win there, because they have majority of spawnpoints in front of the diamond, when APR have almost all of them behind diamond and some of them really quite far behind.
You should change it mate, and maybe add some more, like 16 for each team. |
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thx Pacient...
I´ll check it... Marcel178 |
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@Pacient...
I think Ufll and APR side is fair... or not? Marcel178 |
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Sorry mate, but they are not fair.
Once you carry diamond, you try to choose shortest way back so in this map it means diagonal, where if I will be in APR team, than I would have to pass at least 4 UFLL spawnpoints, when once I will play on UFLL side and grab diamond, then all spawnpoints would be behind me. So I think that you should take 4 APR spawnpoints more in the middle, in front of the diamond, or pull back 4 UFLL spawnpoints to make it fair for both teams
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Pacientz is 100% correct on this Marcel, i think u should change around the APR spawns or just pull their diamond back more into the area where the spawns are.
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@Pacient and FFurioSS
Thank you for your suggestions and opinions. I have now changed the map. Is it so ok? New Moecity 4.01 (Map is not online) Please answer or proposals. Thanks Marcel178 (Sorry for my bad english.... ich hope is ok |
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Its much better now.
Maybe it would be even better when you will move spawn points of both team a bit more to the center of the map, or just closer to each other, to reduce time to meet some enemy and increase action. |
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yes its much better now.
Maybe you could move the those 4 APR spawns right at the bottom of the pic, closer to where the wrecked bus and APR assault truck are. |
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If the APR players are killed they usually spawn at the furthest spawnpoint from the location of the UFLL players. Those two spawn points near the bottom of the map might get a lot of spawning because of this. Unfortunately this means less action for those players.
The original APR spawn points although kind of far away had direct lines of sight down the longest straight in the delivery running which meant that it wasnt really as bad as it looked. They could spawn and still have some time to see the opponents even though they are far away. Seeing is believing. (and killing) Also, If the map is being played with less then 10 second respawn times, the spawn point location for the UFLL side is not as unfair because the APR soldiers can get past them in the time it would take for players to respawn. I haven't had much time in the map during sessions but I would suggest that you make navigating the first 10% out side of each base a little harder to navigate. The areas behind the bases I would make very easy to navigate because you want those spawners to be able to catch up to the Diamond runners. More cover is an easy way to break up the straight shot run lines diamond runners travel on during play. Since there are a number of Spawn points on both sides that are behind the bases, this will make it harder to defend or recapture your Diamond onces it has been taken. You could focus more spawn point placement around that center straight road/alley for a more intense game flow. [360] & [PS3] & [PC] Serpent Alley [360] Permission to Pass - FCMaps Honorable Mention for September '09 [360] & [PS3] Neverhood [360] Temporal Expansion [360] Suicide Heights - One-Grid Map [360] REVOLVER R3VOLU71ON [360] O i l A r s e n i c - FCMaps Map Of The Month for June '09 [360] Floodgate Projects [360] Hobo Hodge-Podge - 1st in Map Trilogy |
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Ok new version is online.....
Mapname: New Moecity 4 Account: Marcel178 Thx Marcel178 |
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thx Pacient
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