Missile ?
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18 Jan 2012, 14:27
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Journals
Hey guys, i'm bored and according to the weather, there isnt much to do today :(
So i ask myself some incredible questions and here is one that requires ur opinions!
What do you think about missile_b3 ?
I know that most of the oldschoolers dont like it, why ?
And why teams like splendid or even Lost soldiers like to pracc this map ?
Tell meeeeeh
So i ask myself some incredible questions and here is one that requires ur opinions!
What do you think about missile_b3 ?
I know that most of the oldschoolers dont like it, why ?
And why teams like splendid or even Lost soldiers like to pracc this map ?
Tell meeeeeh
but still.. there are some great places to set crossfires..
There are places for fieldops (some outside ways, etc).. The final objective is always an exciting run for the win :D
I like it.
and there are no resupply racks
if its possible to make some changes it would be a good alternative to Grush and supply
We made sure the covie couldn't go through the last door so that they couldn't complete the entire map, but we didn't want to remove the possibility of sneaking in.Just pay more attention. If they have a covie, cover the doors more extensively.
Which doors and how are they glitched?
Why?
We originally wanted the map to end once the controls were constructed but we thought that the excitement of a doc run was needed. We put the truck in an entirely different stage but it was too far. So we put it close to the parts, to keep the excitement but not make it much more difficult. (People are already complaining it's too difficult)
How is it a problem
You mean once you try to strafe alongside a boarder of a wall you get stuck at the end? Gotta blame me for that then. I usually try to make it look better by making extra details.
We thought about it but I don't think it's necessary. Where would you put em?
the spawnpoints are too few and they dont follow a logical order towards map stages, also I think they change when certain objectives are completed. ex. first spawn for axis is spanwpoint 2, CP spawnpoint is weird + if you manually click on the spawn flags in limbo you get kicked
I think it would be better if the truck was placed where the cave entrence is, running with objective towards axis spawn feels kinda lame
the big back spawn area just does not look very good, it would be good if you could be able to spawn closer to "the hole"
certain red and blue signs is in pretty bad spots, I think similar decorations in other maps dont have a physical hitbox, also this http://img37.imageshack.us/img37/3408/shot0005rg.jpg
racks should be on 2nd stage, somewhere near CP(but maybe only after allies built it like on et_ice?) or around here: http://img201.imageshack.us/img201/1070/shot0000mc.jpg they could also serve a great purpose and be without cover right here: http://img803.imageshack.us/img803/558/shot0003k.jpg
For the spawnpoints I am afraid there is VERY little we can do. Spawnpoints (numbers) are generated by ET/Compiler without any influence of the mapper. All we can do is set the autospawn and hope that the numbers/spawnpoints generated are good :p But if they somehow "switch" there might be a possibility to fix that by creating them from scratch.
I realise that the door is glitched as it opens automatically by script, because we have to exchange the usual teamdoor that is axis(nocovert)only with a brush in order to make it open. MAYBE it can have another spawnflag to stay open and then exchange it, but I'm not sure if that is possible... needs rethinking
That is how it usually is? Or atleast to pass the Axis spawn area for the shorter way. This is what makes it a challenge and interesting. Without making it too easy (cave area) or extending the map I do not see a good position for the new truck to be. Obviously one could rearrange the Axis spawn which you mentioned to be too far away, which could give some interesting space.
yeah we never clipped them. If there'd be someone to show us all kinds of those glitches (except signs) it would not be a too hard job to fix them in a small amount of time.
difference to adler & frost? :p
but as someone has already said it here, if you fuck up one stage, you lose a game. (especially 2nd stage , for example they secure the "docs" 1s before your respawn and you spawn there = 99% you already lost a map because you immediately let them repair "crane/rocket". pity for axis side because last stage is easy to defend)
-Spawn back if you see it coming (hi fumble)
I've been held for 5 minutes and more several times at the last stage, while we built the rocket thingie already.
It really is a great map where there is excitement till the end!
it's not that you lose this stage because oppo killed us all etc and we all forget to spawn back but it's more about you rape your oppo, you're starting to push hard and everyone selfkill and then BOOM :D you can't (actually you can but :D) predict every sneaky action with docs :D
and yes I find this map very good, but knowing the people - missile doesn't have any chances with supply/grush and will never replace them as a home-map of teams ;D although it can be nice alternative as decider, with as you said thrilling ending!
im pro at it
radar 4lyf
i understand fully if a lower team like spld pracs missile, after all they dont stand a chance to vs real team on any proper maps -> missile is only map where u have chance due other team not praccing/playing it
Last time i played vs 6on6 high srv on @ missile, did 2:18 ( record? )
because most of them are too lazy to play or even get to know them + oldschoolers mostly know maps like supply by hard and do not want to lose this advantage