vio grail and other fucktard maps
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19 Mar 2007, 22:23
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I don't see how can you even consider such maps for competiton.
bremen has some potential tho.
bremen has some potential tho.
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35.2 %
(19 votes)
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64.8 %
(35 votes)
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just... put truck on command map at bremen ;d
vio_grail ":D"
you could just prone inside the HOLY HAND GRENADE place xD
i think field_hq may be best one
odenthal and wolken may have some potential, too. sub_base: dunno
rest: dunno, never saw/played them
COUNTER STRIKE DOESNT EVEN HAVE MORE MAPS THEY ALWAYS PLAYING THE SAME 4-5 MAPS IN OFFIS AND NOONE IS WHINING BUT IN ET EVERY DAY NEW MAP PLZ FUCK OFF
dont be
no-one is forcing you to play them are they?
the holy map was amazing loved the textures xD and the sounds and the objective ^^ ?????????????? ...joking lolled!
but I saw the vio_grail showmatch and the map just sucked, totaly no compition map.
For wolken btw, those who saw the miss plant on ettv. You have to plant behind and inline with the gun, the plant wasn't inline it was just outside. The roof you aren't ment to get on so thats getting sorted for next realised, think it already has been actually. And mmmmm... oh yeah, allied spawn has been pushed back for the first phase so it's not so run, shoot, hope for the best.
Never saw the rest due to playing a game, only saw bremen on a rerun and my ettv cut off before the end of wolken so never saw vio_grial... I have played odenthal though and think it's also a good map that could be in with these two. Field_HQ by looking at it looks decent as well, playing it on wednesday to see (#newmaps.et you can play it too ;))
The map was never meant to be a so-called 'competition' map - I've no interest in making yet another radar/oasis clone for people with no imagination beyond their own nose. I entered for a bit of fun and hopefully some constructive criticism (good or bad - I've received NONE from this comp). My bad for even assuming that this might happen.
What a surprise - most of the educated comments above were from kids < 18. I despair for our future :)
Bad criticism is good, no criticism is bad - from the above enlightened comments the only vaguely useful one was the one about proning in the casket. In our testing these things called rifle-nades / grenades soon put a stop to that tactic btw :)
I'm guessing none of these 'testers' have never tried to make a map or would know a brush from a broom..
Most importantly, no-one seemed to update from b3 despite numerous requests. Yes b3 had a couple of missing textures. Yes the flag was way too close to the allied spawn. etc. etc. These things and others were fixed about 2 WEEKS ago but no-one bothered to update (or inform me - I gleaned these bits of info from demos)...
Congratulations ET community - you've just pissed off yet another potential new mapper.
How do you know that a map can't be used in a competitive event until its tested..?? It turns out its no good but why just flame... if I'm told why then maybe my next map will be more suited perhaps.
This is my 1st proper ET map, but I've actually been mapping since the original DooM. My first maps there sucked, as does everyone's first map. But the difference then was people in the community and in other communities (Q2 & UT2003) were eager to say why it sucked and everyone wins next time - players get a more playable map and I learn a lot of new stuff.
As it stands I'm very reluctant to bother in the future after the attitudes I've seen here, on this site for sure :(
well I can't help you cuz I know shit about mapping and only saw your map once, only thing I can say is that is was way to easy to defend.
From demos of the match, it was way clear that the flag was too close leading to way easy defense in phase1. Other than that it seemed pretty even (I wasn't seeing endless fullholds which was good). To fix this in b4 (the day after the match!) I did the following -
Reduced allied spawntime to 12.
Moved flag back to under the tudor building. We timed normal runs and sprint runs from flag and allied spawn and allies now have enough time to plant. The time to the door is pretty even (allies have slight edge).
Blowing the cloister door (the door nearest the 'Nade) now perm caps flag for allies. Allies now have several routes in without risk of flag being recapped.
I got a tad annoyed as I told various admins on here of the fixed version (including fixing missing tex) but nothing was done so every1 was left with the dodgy b3 version and the rest is history :)