TS is generally more popular anyway :)
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ut4_derelict_b1 [BETA]
It's here...
#51
Posted 13 August 2012 - 03:38 AM
#52
Posted 13 August 2012 - 04:32 PM
You should not worry too much on the effect that a ctf readjustment on ts gameplay.
I was waiting for a bad reaction but you seems to appreciate so i continue with some words about ts gameplay.
TS
First i have do say that you did the job, map is playable in actual state. But there is almost always something to say.
There is a lack of tactic due to central intensity, too high, and a bad tactic area cutting. I will have problem to express the concept of "intensity" in english, i think a picture will say more than thousand words :
Best way for the player to express his skill ?
Things are even more complicated because if intensity give pleasure, too much intensity as too little don't. Slow down central intensity with "restraint", i retake ctf proposal it will work for ts too.
I invite you to try a restrain between house alley/house. It will increase tactic and the "feeling of liberty" if you push the walls, your actual particular highs are nice but it won't be bad to had more, the same for cover elements add more, team survivor
rushs are very brutal and its not q3 were you can get-away, in urt you have to do front.
You should fix doors, they are hard to pass, make them highers, i think thats yet in your agenda.
I have nothing to add for the moment unless that you have to offer more to the player. Actually each of your map are like a packet of crisps you offer to someone but you ate half in way. And people like the big ones, but you eat all of them !
maybe i will do an other review later, i do a review of tohunga ts right now (in fact it's more suggestion and ts reparation). Because tohunga is really fucked up in ts.
I was waiting for a bad reaction but you seems to appreciate so i continue with some words about ts gameplay.
TS
First i have do say that you did the job, map is playable in actual state. But there is almost always something to say.
There is a lack of tactic due to central intensity, too high, and a bad tactic area cutting. I will have problem to express the concept of "intensity" in english, i think a picture will say more than thousand words :
Best way for the player to express his skill ?
Things are even more complicated because if intensity give pleasure, too much intensity as too little don't. Slow down central intensity with "restraint", i retake ctf proposal it will work for ts too.
I invite you to try a restrain between house alley/house. It will increase tactic and the "feeling of liberty" if you push the walls, your actual particular highs are nice but it won't be bad to had more, the same for cover elements add more, team survivor
rushs are very brutal and its not q3 were you can get-away, in urt you have to do front.
You should fix doors, they are hard to pass, make them highers, i think thats yet in your agenda.
I have nothing to add for the moment unless that you have to offer more to the player. Actually each of your map are like a packet of crisps you offer to someone but you ate half in way. And people like the big ones, but you eat all of them !
maybe i will do an other review later, i do a review of tohunga ts right now (in fact it's more suggestion and ts reparation). Because tohunga is really fucked up in ts.
This post has been edited by maajdson: 13 August 2012 - 08:07 PM