Author Topic: What makes a good infiltration map?  (Read 1367 times)

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Offline BRADEN

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What makes a good infiltration map?
« on: September 08, 2007, 01:29:17 pm »
The title says it all. Also include what makes a good map in general.

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Offline Keron Cyst

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Re: What makes a good infiltration map?
« Reply #1 on: September 09, 2007, 02:05:05 am »
A simple but well-planned layout. Nice colors and scenery pleasing to the eye. A rough Soldat-style atmosphere.

Flashback, ctf_Laos, inf_Warehouse come to mind.

Offline Blue-ninja

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Re: What makes a good infiltration map?
« Reply #2 on: September 09, 2007, 02:24:39 am »
Mmm..what about a deathmatch map?

Offline NinjaGimp369

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Re: What makes a good infiltration map?
« Reply #3 on: September 11, 2007, 07:30:09 am »
A good inf map you say? Nothing too biased for either side but nothing that advantages bravo too much. After all, it very is hard work for the alphas to get a cap in a decent inf map, but not impossible fotr them.
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Offline andrelie

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Re: What makes a good infiltration map?
« Reply #4 on: September 11, 2007, 07:40:09 am »
how should i build a INF map up? is there any tricks? is there any something diffrent with INF and CTF?
Im sorry for the spamming...

Offline w00titsme

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Re: What makes a good infiltration map?
« Reply #5 on: September 11, 2007, 08:38:27 am »
Well in infiltration one team gains points for protecting flags, and another gains for capturing. In capture the flag, it's just the objective to capture the flag, spawning opportunity for real survival maps. zombie maps, climb maps, the stars are the limit.
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Offline SirJamesaford

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Re: What makes a good infiltration map?
« Reply #6 on: September 11, 2007, 09:37:34 pm »
Just study inf_rise....whoever made that map rocks hardcore....its fucking GREAT for BOTH fucking teams.  Hard to gain entry....hard to escape....hard to defend.  Greatest inf map ever.
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Offline O.R.I.O.N.

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Re: What makes a good infiltration map?
« Reply #7 on: September 12, 2007, 02:12:54 pm »
Balancing the difficulty level for assault and defense is a must. Have a hard slope to climb? Add more entry vectors. It's all about getting the right feel for it.
To sum up my point: We had a multipage debate about toilet padding. (Putting TP in the water so you don't get splashed.)
And we still don't know if dead guys can keep a stiffy.