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It is once again a better version of the map, B site pretty much looks complete and all seems to blend well.
But I think I've found one major problem in the map, I don't know exactly what Px attempted to say about the timing earlier, but by climbing the pyramid, terrorists have advantage in rushing the A site. Obviously, depending on the spawn, but the average time to get to the bomb plant circle in A it takes CT 8.5-9 seconds while T takes 7 seconds. This does not allow CT to deploy and camp-in and prep for T entry?
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actually you can spam the window from ct stairs.
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I heard you and added a secondary way to A.
https://docs.google.com/open?id=0ByRyu1 … jNYaEVzU00
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At last got time and test all three last versions, in general, map almost complete and I can put it on server for testing after removing remaining small inconsistencies.
1. In previous review I said, that plant B is ok, but after running there back and forth I understand, that T don't have direct "silent" way, so I propose to replace a breakable wall on right side of screenshot below with simple doorway (without door)
2. When I run on new inclined panes from T resp, I get strange "jumping" effect, see attached demo.
3. Now, when pyramid "steps" is "unlocked", empty endings on steps is completely not understandable, see same demo end. That's not a critical problem, disallowing map release, but inconsistency from my point of view.
That's all, after fixing at least 1 and 2 I would put map on server for testing
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1, 2 et 3 : corrected
https://docs.google.com/open?id=0ByRyu1 … lU2VG1LLWs
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Okay, all looks fine, I upload map on server with name de_pyramid_beta for testing and put it two times in Saturday and Monday mapcycles, let's see how people react on it
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Fine ! thanks a lot Px, and if something is wrong I'll obv correct it !
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Px написал:
Okay, all looks fine, I upload map on server with name de_pyramid_beta for testing and put it two times in Saturday and Monday mapcycles, let's see how people react on it
consider yes
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1) you can stuck on a box (corrected)
2) flames are not animated
3) ts to a wrong (corrected)
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4) Ok
5) which one? it allows ct to spam A with awp from the box...
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Changes :
- Added a new room. Its full of boxes and it allows new strategies concerning B site.
- Modified CT spawn to allow CT to go faster in the pyramid
- Modified TS to UP A way to make it a little longer
- Corrected some minor bugs
- Changed some textures (=> de_pyramid.wad replaced by pyramid.wad)
Now, the map is very equilibrate.
Отредактированно NorthNikko (13.07.2012 15:38:01)
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Take time to test new version, general impression, it's worse.
1) Congratz, you forgot to include neige.wad to package, game crashed on first try of map
2)
NorthNikko написал:
- Changed some textures (=> de_pyramid.wad replaced by pyramid.wad)
That's what I called players dir pollution, and now all those, who test previous map version, need to redownload this file ingame because of what purpose?
3) You overcomplicate map again, while make positive change on T side of A plant, now it's became unplayable on B plant and in general, new room and corridors are unnecessary and confusing.
From my point of view, previous version was better, if you apply to it changes to A, which you make in version 6, and two more things, it can be called "release"
First one: breakable wall and crate at screenshot below must be replaced with another inclined pane construction.
Second: on bottom of ladder, which connects A and B add small area, same as on top
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neige.wad is not used in the map??? why is it needed? Ill check it later, there is a problem (I created neige.wad for an other map... neige means snow in french ><)
If you test the map and then its put on server... then you dont need to re-dl the file because the game check if the filename is present in cstrike folder, also this is OK. concerning dir pollution, seriously, who cares of 1 more file?
First one: breakable wall and crate at screenshot below must be replaced with another inclined pane construction.
Second: on bottom of ladder, which connects A and B add small area, same as on top
First one seems good, Ill try it. Second i don't really understand what you mean but I am ok there is a problem here.
From my point of view the map is not complicated at all. I know it and its small. If you play it some hours you will see that it's not complicated. Morever I see that this new room is a problem to plant at B and allows TS to rush A by behind and B to easly so maybe i will remove ts to this room entrance and make this room a corridor which would be a CT to B second entrance, as long as TS have got 2 B entrance too.
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NorthNikko написал:
why is it needed?
It's looks like you specifies that file somewhere, because, as I said, game crashes without it now
NorthNikko написал:
who cares of 1 more file
I care, because before it was same as map name, and now it have general name, and such file already exists in other maps, so if player go on new version map with other pyramid.wad, he got crash and became unhappy. Not a good thing here. That's why I propose to revert back to already used de_pyramid.wad
NorthNikko написал:
From my point of view the map is not complicated at all.
That's because you're map creator, you knew what and where locate and how to go there , I got numerous complaints even for 5.2 version that it's too complicated
NorthNikko написал:
Morever I see that this new room is a problem to plant at B and allows TS to rush A by behind and B to easly so maybe i will remove ts to this room entrance and make this room a corridor which would be a CT to B second entrance, as long as TS have got 2 B entrance too.
Please, remove all new additions to B completely
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if i dont rename de_pyramid.wad players will see some violet and black textures in case of seeing new ones except if they remove their ancient wad.
I think neige is a bug, Ill check it after lunch.
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Are you sre that all beta players will check the forum?
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NorthNikko написал:
Are you sre that all beta players will check the forum?
I definitely knew, that they wouldn't, that's why I say replace textures on map to old, not old wad file to new
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The terrors have way to many camp places when they plan on A site it's virtually impossible to defuse the bomb...bad map in my opinion...
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Выбить Т с верхней закладки практически нереально.
Только если боты.
Т не только первые за А забегают, они еще успевают перекрыть все выходы со стороны КТ.
А узкие проходы делают флэш очень эффективным.
Путь КТ к А - только узкие коридоры - полностью перекрывается. Там даже стрелять не обязательно, достаточно каждые 5 сек бросать флэш.
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