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Name: SnipufinPosts: 111 (1.11 per day)Position: SoldierKarma: -11
After playtesting i must say that gameplay is really fresh and intresting. OWT polygons work fine.However here some suggestions:- make bg brighter a bit- remove nades and medkits spawns from flag points, they tend to accumulate there- i don't like team spawns - for few seconds you just have nothing to do, i think it's better to modify them so you'll need to run uphill after respawn
Quote from: VirtualTT on April 05, 2009, 08:18:22 amAfter playtesting i must say that gameplay is really fresh and intresting. OWT polygons work fine.However here some suggestions:- make bg brighter a bit- remove nades and medkits spawns from flag points, they tend to accumulate there- i don't like team spawns - for few seconds you just have nothing to do, i think it's better to modify them so you'll need to run uphill after respawnI want medi/nades to accumulate at the flag giving the efc a bit of breathing space when trying to escape.And well about background personally I am fairly happy with it. and yeah spawns are a bit slow but it also helps the efc. and I prefer maps where there is "easy" to cap.
- you know, situation when both teams capture enemy flags and both flaggers are sitting at the flag places and nadespamming everyone who tries to kill them, while they have several medkits is very bothersome
I changed the map slightly by makeing the owt poly at the flag place opc. so standoffs shouldn't be as annoying as well as allowing for some flag throw options. and the ppl testing it at #soldat.mapping seemed to think it is better at least.
final update(I hope) fixed a gamedestroying bug where ppl could throw flag to spawn also made it easier to reach lower path from spawn.
Quote from: zakath on April 13, 2009, 12:48:47 pmfinal update(I hope) fixed a gamedestroying bug where ppl could throw flag to spawn also made it easier to reach lower path from spawn.Noo you be ruining my tactics