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Ctf_Convoy & Ctf_Convoy 2
http://www.thehh.eu/forum/viewtopic.php?f=17&t=532
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Author:  Spiderbloke [ Tue Jan 22, 2008 12:06 pm ]
Post subject:  Ctf_Convoy & Ctf_Convoy 2

http://www.fpsbanana.com/maps/44236
Looks decent, and gives the illusion that your moving. Fall off and you die I assume.

Author:  Jack [ Tue Jan 22, 2008 3:45 pm ]
Post subject:  Re: Ctf_Convoy

That atually look really good, should be fun to play on.

Author:  Spiderbloke [ Tue Jan 22, 2008 4:06 pm ]
Post subject:  Re: Ctf_Convoy

Have to give it try with other players, but just had a quick explore on it and could be a winner. Does the illusion of movement very well.
And if you're thinking that your just going to get sollys rocket spamming between the gap, don't worry. It negates it by causing the rockets to veer off. So where you shoot a rocket isnt where it ends up. And sentries barely reach the other side, with only a tiny area of its range touching the other side.
But there's only one bridge across. You can go across or on top of it, but it's a definite choke point. Not necessarily a bad thing though. With a good timelimit it could make for some manic games.

Author:  innocent [ Tue Jan 22, 2008 4:16 pm ]
Post subject:  Re: Ctf_Convoy

looks like a similar map that you can play on sourceforts, except on that one you could get off the vehicle and run on the ground but the vehicles were a bit faster than someone could run so you had to be careful you didnt get left behind

Author:  Spiderbloke [ Tue Jan 22, 2008 4:20 pm ]
Post subject:  Re: Ctf_Convoy

Well, you can't get back on these either. Once you're off your all but dead. Intel can get trapped out there too, but that was the mapmakers intention, to make sure you're careful with it.

Author:  eni [ Tue Jan 22, 2008 5:47 pm ]
Post subject:  Re: Ctf_Convoy

had a wee look at it, could definitely prove an interesting map. Can't help but shake the feeling it would have worked a thousand times better as a cp_style map, because you're essentially funnelling two teams over a very tight area.

Save for pipejumping over as a demoman though :D

Author:  DoityWottenBastid [ Thu Jan 24, 2008 10:27 pm ]
Post subject:  Re: Ctf_Convoy

I really enjoyed this map, lots of nooks, crannies and alternate paths on the vehicles themselves. I wish there were more ways to get from one vehicle to another, but it seems to work. All in all, thoroughly enjoyable.

my $0.02,
-dWb

Author:  Spiderbloke [ Sat Feb 02, 2008 3:21 pm ]
Post subject:  Re: Ctf_Convoy

I know it doesnt get played much, but theres a new version out.
http://www.fpsbanana.com/maps/45247

Quote:
Overview:
In this new update, a couple exploits have been fixed, as well as some major adjustments have been made to give a better class balance. A lot more cover has been added to make it less friendly to snipers, and a closer bridge has been added to benefit slower classes. Overall this version is more goal-oriented, and more balanced for all classes.

Change log:
- Fixed exploit that allowed engineers to build on the ground.
- Fixed exploit that gave one team an advantage by allowing any class to crouch jump on top of the rocket from one of the rails on only one of the vehicles and not the other.
- Fixed the wind effect so it doesn't affect rockets.
- Added a new bridge that is closer to the spawn area and is shielded from sniper fire.
- Added allot more open area in the lower storage room to build up a defense against those entering through the newly added bridge.
- Added lots of cover around the spawn area, and behind the intel room.
- Replaced the upper bridge with jump pads which launch players from one side to the other.
- Added a team specific one way door to the storage room outside the spawn to reduce spawn area spamming.
- Removed the capture music clip to reduce file size.
- Removed some props that crowded some cramped areas.

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