Special Delivery was originally mapped by Apple & GW, so basically all the credit should go to them, and Snake and me just did the needed changes for competition play.
With the following screenshots I will show you several changes that happened to the map , concerning the gameplay, as for bug fixxing there would have been too much screens ;p
Changes:
Allies now have an additional exit at the first spawn. A tunnel has been added to avoid spawncamping the two exits with spamm and to make it easier to get on the top of the railway:
Two wooden barriers should make it easier for allies to attack and if needed hide behind them:
As already stated in The map overview the door controls are now constructible and if done so the forward bunker is secured to avoid annoying flag recaputring all the time:
We added a dropdownonly hole next to the axis spawn to get down faster:
The tunnel has been made wider so that splash damage of nades is not too effective anymore and Allies have a chance to get out alive:
The complete 2nd office stage has been made wider and bigger and some furniture has been removed so it is not too crowded anymore. On top of that the doors have been made wider and higher , similar to other maps.
Well, and ofcourse the FPS problems are fixxed which was the main concern of people not to play the map in the old version. Lots of bugs have been fixxed and nice lights & coronas have been added to make the look better.
With the following screenshots I will show you several changes that happened to the map , concerning the gameplay, as for bug fixxing there would have been too much screens ;p
Changes:
Allies now have an additional exit at the first spawn. A tunnel has been added to avoid spawncamping the two exits with spamm and to make it easier to get on the top of the railway:
Two wooden barriers should make it easier for allies to attack and if needed hide behind them:
As already stated in The map overview the door controls are now constructible and if done so the forward bunker is secured to avoid annoying flag recaputring all the time:
We added a dropdownonly hole next to the axis spawn to get down faster:
The tunnel has been made wider so that splash damage of nades is not too effective anymore and Allies have a chance to get out alive:
The complete 2nd office stage has been made wider and bigger and some furniture has been removed so it is not too crowded anymore. On top of that the doors have been made wider and higher , similar to other maps.
Well, and ofcourse the FPS problems are fixxed which was the main concern of people not to play the map in the old version. Lots of bugs have been fixxed and nice lights & coronas have been added to make the look better.
nice work..will have a look later on!
<3 u all. Great post eiM ;)
but appart from this mg^^ i had a lot of fun yesterday
i really like this map
thats why i play pub allot
always i offer me as a ringer they dont take me :P
VgS vs. FiF and probably d&b vs. UBERMIX
(e.g. http://www.gamestv.org/event/5325-team-vagrants-vs-friends-in-force/ )!
if you ever need help testing some maps, pmme
Hope it works out. Delivery was an awesome map in 5v5 (mostly because oChaos were one of the best teams in the world on it over summer '06), but never worked out in 6v6 for some reason. My fear is that no matter how much it changes it's just a touch too small.
Feel free to connect to ETTV this evening on GamesTV.org
btw no need to thank me, i diden´t contribute anything xD
Rest is fine =D