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Map testing night - cp_steel 
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Post Re: Map testing night - cp_steel
wow, this map was fun and exciting to play. we all got confused as to where to go (part of the fun) but would recommend drawing lines/stripes/ribbons along walls and floor leading to the different points. I do think that after playing it a lot though (i.e. with veteran players that know the map), that will red get a major defensive bonus and that it might balance things a bit more if E was more difficult to access than it is now (i.e. not directly able to get to it from red spawn) making blue attacks on it much more dangerous


Thu Jan 24, 2008 3:16 am
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Post Re: Map testing night - cp_steel
A bunch of us were testing out cp_steel like innocent said and I must say, it's a brilliant map. The concept is really good, it's a well architected map which maybe be a little confusing at first, but what map wasn't at first? We had loads of fun on it, and I'd definately like to see this map in our official map cycle once the map is working 100%.

We also played Convoy, another great and fun map. The whole "gravity" and moving illusion is very well done! :)

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Thu Jan 24, 2008 7:29 am
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Post Re: Map testing night - cp_steel
Brilliant map if you know where you're going, which wasn't the case with me most of the time :lol: I think the map is quite balanced as it is; don't forget we played it with low spawn times, longer spawns will give offence a bit more momentum.
As for convoy I'm not so sure, it looks lovely but it also looks VERY sniper friendly :( Next time we should really give dessertfortress a chance because that is a great map. Oh and that mariokart map :)


Thu Jan 24, 2008 9:54 am
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Post Re: Map testing night - cp_steel
About Convoy being Sniper friendly, it only is if you're running on the wrong side of the car, there's loads of walls and the big rockets to cover you, I had a hard time sniping on it :) Besides, it's nothing a second sniper can't fix, good ol' sniper wars!


Thu Jan 24, 2008 10:58 am
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Post Re: Map testing night - cp_steel
Well, it's great to hear that people are digging the concept. I think, once people get their heads round the layout (and with some better gentle encouragement) there will be some absolutely epic games on the map. Once we get the gameplay down, Fishbus can concentrate on getting the eye candy down, and there's not many better than him at doing that!

Anyway, we still need to keep testing the map in its current iteration. The more games we get, the easier it is to see where problems lie, which styles of gameplay and tactics start to win through. So, at some point, it'd be nice to do another map test night, playing steel every second map. We don't want to sicken people of it, but as I said, we do need to get some good games on it where pretty much everyone knows where they're going/what they're doing.

I also have another couple of maps that I felt worthy of attention:

cp_overflow_b4





Seems a well constructed map, looks nice too (on the whole). No idea how it plays though, so I guess that's what we'll do hopefully! Only main bugbear is that fact that the author seems to enjoy promoting himself in map (a huge nono in my book).

The second map worthy of testing is cp_dogblu_b2

Dustbowl style map with an industrial d-day feel to it, again, no real idea. Linked screenshots!

http://logan-1.mirror.waffleimages.com/ ... 829052.jpg

http://legalcondom.mirror.waffleimages. ... 5749d1.jpg

http://legalcondom.mirror.waffleimages. ... 1c7919.jpg

Looks quite nice.

I'd propose the following map rotation:

cp_steel_test8
cp_overflow_b4
cp_steel_test8
cp_dogblu_b2
cp_steel_test8

any other suggestions?


Thu Jan 24, 2008 6:26 pm
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Post Re: Map testing night - cp_steel
wow looks good mate


Tue Feb 05, 2008 11:53 am
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