Author Topic: inf_Argy  (Read 7794 times)

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Offline Suowarrior

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inf_Argy
« on: January 03, 2010, 04:54:56 am »
Original



Remake

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« Last Edit: June 11, 2010, 12:15:34 pm by Suowarrior »

DarkCrusade

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Re: inf_Argy
« Reply #1 on: January 03, 2010, 04:55:46 am »
Great map, good visuals, leave it as it is.

Offline Suowarrior

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Re: inf_Argy
« Reply #2 on: January 03, 2010, 05:22:41 am »
Is it just me or is it one of the worst balanced inf maps? I've played it multiple times and alpha has always won it like 90 - 15.

I remember testing it in 3on3 and 5on5 gather play.

DarkCrusade

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Re: inf_Argy
« Reply #3 on: January 03, 2010, 06:14:53 am »
It may be caused by the long journey of a flag carrier ... but I donĀ“t see any oppurtunity to change that.

Offline Suowarrior

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Re: inf_Argy
« Reply #4 on: January 03, 2010, 09:03:25 am »
You can't really defend the flag. All you can do is just camp on flag and guess which route attacker is going to use. Three broad routes leading to flag without any advantage for defender, is too much.

As suggestion to fix it, bottom and top routes could have radically tighter entrance leading to bravo flag. Also some height advantage at middle route would be welcomed.

Offline Crimson Goth

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Re: inf_Argy
« Reply #5 on: January 04, 2010, 04:35:06 am »
Great map, good visuals, leave it as it is.
+1

Offline STM1993

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Re: inf_Argy
« Reply #6 on: January 04, 2010, 11:30:08 pm »
Looks good, but balance-wise its very Alpha-biased because it's basically impossible for Bravo to defend the flag.

Either leave this map as it is (for an occasional free-win for Alpha) or make another one in addition to this one.

Offline Suowarrior

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Re: inf_Argy
« Reply #7 on: January 05, 2010, 02:31:20 am »
or make another one in addition to this one.

My next project.

From: January 05, 2010, 12:55:49 pm


Download

Main changes:
- Modified entrance from top route to flag
- Lowered & moved left top route entrance in center
- More cover & height advatage for defenders in the base and bridge area
- Waypoints not updated

Comment: I still doubt that it's prefering attackers but it's going to right direction for sure.
« Last Edit: January 05, 2010, 12:55:50 pm by Suowarrior »

DarkCrusade

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Re: inf_Argy
« Reply #8 on: January 05, 2010, 02:14:38 pm »
Nice changes. I suggest to do the things I will show you in a modified picture:



Offline Keron Cyst

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Re: inf_Argy
« Reply #9 on: January 19, 2010, 04:23:02 pm »
↑ Either delete it or turn it into a bridge that can be fired at from below

Offline As de Espada

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Re: inf_Argy
« Reply #10 on: January 19, 2010, 06:22:33 pm »
I just saw one blue win on this map: everyone camping in the bridge and one guy spawnkilling.
SW reake seems good. I think that the hole of blue spanws could be smaller, so they would go faster to the main battle.
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Offline L[0ne]R

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Re: inf_Argy
« Reply #11 on: January 19, 2010, 07:51:56 pm »
Well, it seems I'm not the first one to say that this map is very unbalanced.

I'd like to whine about the looks though.
Shading and color choice for polygons is ok, but the problem with it is - it's the same everywhere. There's almost no difference between how routes and bases look, there's no atmosphere, the map looks dead (I might have no life but I still like to see life around me ;O).
Background color absolutely disgusts me. Dirty greyish-bluish doesn't go well with polygon colors and kills the only tiny drop of atmosphere that there is.

Of course that's just my opinion, but I think this map would have a more interesting look and much better feel with yellowish or greenish background, more variation in polygon shading, and perhaps a few more interesting sceneries.
« Last Edit: January 19, 2010, 11:19:19 pm by L[0ne]R »

Offline As de Espada

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Re: inf_Argy
« Reply #12 on: January 19, 2010, 08:45:13 pm »
I LOVE the atmosphere of this map. They way it feels playing, it's awesome
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Offline Crimson Goth

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Re: inf_Argy
« Reply #13 on: January 22, 2010, 01:34:42 am »
↑ Either delete it or turn it into a bridge that can be fired at from below
thats a gr8 idea

Offline Suowarrior

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Re: inf_Argy
« Reply #14 on: June 10, 2010, 05:24:38 pm »
Mm I've lost all my fileave.com links so download link doesnt work. Also computer messed up so lost hardware too. Does anyone have inf_Argy2? I'd be grateful if someone uploads it.

Offline zakath

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Re: inf_Argy
« Reply #15 on: June 11, 2010, 09:56:00 am »
is it this one?

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Offline Suowarrior

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Re: inf_Argy
« Reply #16 on: June 11, 2010, 12:14:50 pm »
Ya it is. Ty.

Offline TheV

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Re: inf_Argy
« Reply #17 on: February 22, 2011, 09:48:42 am »
seems like an easy fix for the original would to be just.... swap the spawns/flags.

rofl

Gives blue a height advantage and an easier flag to protect.


Offline SoldatFire

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Re: inf_Argy
« Reply #18 on: February 22, 2011, 12:41:55 pm »
hm... why i got the feeling the original is better... ah yeah cause it is...
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DarkCrusade

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Re: inf_Argy
« Reply #19 on: February 22, 2011, 02:20:09 pm »
hm... why i got the feeling the original is better... ah yeah cause it is...

You've not proven yourself worthy of commenting maps yet. Suowarrior didn't make unnecessary changes like new visuals, because in fact he didn't change much. But the changes he did add to the already great gameplay Argy has, and gave more to the community than you have given with your 73 posts of asshattery.