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ut4_oaks_b2 [BETA] Rate Topic: -----

#41 User is offline   Swiiitan Icon

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Posted 11 November 2011 - 04:00 PM

looks gr8 del :D
Ingame: Swiiitan
Clan: **Saft

#42 User is offline   spazzattack Icon

Posted 23 November 2011 - 09:18 PM

Great map! Very eerie.
Only personal preferences but:
I want more doors to open eventually
ut_train the external 'dodge-em'
In the duct, I find ducking for any period frustrating in a fast paced game.

However any of these might spoil a perfect map!

#43 User is offline   Delirium Icon

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Posted 23 November 2011 - 09:37 PM

The airducts are more a last resort route, only open in non round gametypes.
I think they would be used by the newbies who like to explore plus they're used in CTF a bit to cap the flag in 40 seconds rather than 5 :P
Just a bit of harmless variation :)

As for openable doors, I disagree. The only map I've ever seen make func_doors work is Turnpike and even then they're annoying. I think just open doorways is a lot quicker to move through.

The train entitiy was something I already looked at but I think its probably a better thing that I don't have a car moving around by itself. I'm still considering other ideas like this with the carousel but we might need to wait and see :>

Thanks though Spaz for your input :) much appreciated

#44 User is offline   spazzattack Icon

Posted 25 November 2011 - 09:12 PM

View PostDelirium, on 23 November 2011 - 09:37 PM, said:

As for openable doors, I disagree. The only map I've ever seen make func_doors work is Turnpike and even then they're annoying. I think just open doorways is a lot quicker to move through.

Fair enough - I think because of the interactice elements in your map I just assumed the doors would function too - perhaps creative ways to indicate they won't work?

This post has been edited by spazzattack: 25 November 2011 - 09:12 PM


#45 User is offline   Tizz Icon

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Posted 25 November 2011 - 11:20 PM

I just can't play this map without waiting for zombies to pop up everywhere. :p

/L4D2 fan.

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#46 User is offline   apath0 Icon

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Posted 06 December 2011 - 12:47 PM

hey del...

really nice maps you get done lately! one special wish, though: _please_ reopen the bouncy castle in bombmode ;)

#47 User is offline   Delirium Icon

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Posted 06 December 2011 - 02:25 PM

Hey Apath0! long time no see man!

I would but it totally ruins gameplay :(

#48 User is offline   apath0 Icon

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Posted 10 December 2011 - 11:49 AM

hey,

i respect every decision you make with your map completely, yet i would be thankful if u would explain to me how the bc being open would ruin gameplay. i am hosting both versions of your map on my bombserver and the only thing that happens there is the occasional knife-tournament in the castle with friends (which is darn funny!). you can see a little further while bouncing but do not have any advantage of it because of the 'bouncy-penalty' ;) and everyone in there is naded out very fast in any 'serious game'.

So i'm sure there must be another reason i didn't think about ;)

Keep up the great work,

apa

This post has been edited by apath0: 10 December 2011 - 11:50 AM


#49 User is offline   icarebecauseyoudo Icon

Posted 04 January 2012 - 12:55 PM

View Postapath0, on 10 December 2011 - 11:49 AM, said:

you can see a little further while bouncing but do not have any advantage of it because of the 'bouncy-penalty' ;) and everyone in there is naded out very fast in any 'serious game'.


The first beta was on the cycle of a popular Australian TS server for a while and a lot of people would just run straight to the bouncy castle and stay there for the whole game. EVERY GAME. It was pretty annoying for admins and anyone who actually wanted to play properly. I can't imagine it being any different anywhere else, human nature man ;)

#50 User is offline   Seven of Nine Icon

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Posted 17 January 2012 - 01:58 PM

Posted Image
ut4_oaks_b2 now available on Urban-Zone
yes, the bumpy build is also available :)

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