Crevasse_b3 Released
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9 Nov 2006, 08:17
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News
Crevasse b2 has featured heavily recently in various competitions, and following feedback in a Crossfire poll Dersaidin has released an updated Crevasse_b3.
Overwhelmingly winning with 252 votes (38.1%) was to change the final stage objective from grenadable in _b2 to a doc run - which has been implemented.
Major changes include:
- Final objective is now a doc run. Transmitter near axis spawn.
- Axis can no longer boost into the room at the bottom of the elevator shafts.
- Allies can no longer TK-revive over the cage to get to the second phase.
For more information on the changes, see the readme.
This latest version will be used in the current ESL season. As ever Dersaidin is looking for constructive feedback, be it positive or negative.
Download
Mirror
Overwhelmingly winning with 252 votes (38.1%) was to change the final stage objective from grenadable in _b2 to a doc run - which has been implemented.
Major changes include:
- Final objective is now a doc run. Transmitter near axis spawn.
- Axis can no longer boost into the room at the bottom of the elevator shafts.
- Allies can no longer TK-revive over the cage to get to the second phase.
For more information on the changes, see the readme.
This latest version will be used in the current ESL season. As ever Dersaidin is looking for constructive feedback, be it positive or negative.
Download
Mirror
If you keep working on maps then my little "hint" would be - take a look at special delivery2, the concept of the map. If it wouldnt depend that much on the spawntime then it would probably be the best map of them all. Its full of action and close combat, it forces teams to split up the defense and the offense, requires Information and the docs are on the run for like 60-70% of the whole game, which makes the games there really exciting. Something similar to special delivery 2 with a solution for the spawntimes would just cause heart attacks for the spectators during a good game.
greets and good luck
1 - The majority of the map is internal, so the tactical depth seen in the use of airstrikes, artillery, etc is missing.
2 - The stages can be finished very quickly, which isn't in itself a problem, but the map only has two stages, which is too few imo, so games can be over too soon.
3 - A point that's not actually that relevant to Delivery, but is to other maps: I know it's standard in oldschool RTCW style, but I don't like the fact that the defending team can 'reset' the map to first stage by retaking the flag on some maps. On delivery the map is offensively biased enough that this isn't a massive problem, but on other maps it's just plain annoying imho.
and the indoor thing of delivery i have to agree but maybe thats the point why someone like this map coz less arti + airstrike spam!!! ( i prefer LT so i dislike the map 2 and i am noob with nades so i hate the map coz nades are a huge tactical part of this map :)
Now this seems the most uninspired map ever. The final objective was fun and original; the strategy of defending the cp as axis and shoot the allies as they jump in the water was a "broken-feeling" strategy, but very interesting to use (and find counter-strategies) and definitely not unbeatable; jumping over the barbedwire didn't break the map either since it's impossible to do it with people shooting from the windows. I hoped that at least some of these elements would stay in the final version. :(
The grenadeable objective was removed by popular demand :/
When I'm back home I'll try it with a teammate and post a demo
Or do you mean it's hard for axis to deliberately plan? It's lucky if they get there & you improvise to capitalise on it - which is a major part of ET. Doesn't stop you having set positions for the next stage.
Will wait to see how it plays :o)
Guess the best fix would be replacing the water pit with a ladder ala et_beach - needs playing first to see if it's practical problem.
2) walls with "windows" in the room with docs are bit strange
3) eng should be able to repair gun on one powerbar
thats all :P
2) Why waste bullets shooting out the windows?
3) Makes it too easy
2) boxes or some other things will be better imo
3) this will make this map faster (better to ettv watchers :)
:)
Please, stop bringing out so many maps. Every time a clan learns and practises a map there's a brand new one; and usually another BETA or another version.
I'm not really into it but that's ok. I hope final version will be the best one...
195.238.74.168:27960
Ps. Need Ip&pass to test this somewhere.
I'd say give it another go, take another close look to maps like braun and sd and you will make a nice map.
But still, the effort is very much apreciated!
cathedral i always liked, and i thought it was quite populair. perhaps if the maker would improve it a little to the players need it could also be great.
and ur point 4 cathedral i can use 4 village 2 :P
Because the map has 2 objectives located
far from each other, it opens much more
options with attacking and defending...
Looking forward to see a radar-based map some day :-/
Keep up working
I was shocked enough at the change from b1 to b2, this is another big one.. and I thought the way the ramp changed in adler was enough..
Anyway Dersaidin thanks for all your hard work, I'm sorry it's not so well received here, I really enjoy it. Keep it up please!
u suck!
still n1 work, keep it up.
Nah i know what you mean. But still radar is completely different to those "real" docrun-maps like adler or frost. It's not luckbased at all and its one of the few well-balanced maps, from a fast time to fullhold everything is possible. radar contains a lot of possibilities to both atttackers and defenders, teamplay is essential on it. And tactical elements like arty/airstrikes have not just been taken away from the map.
Because of all these points maps like radar and sw_grush are still the best maps avi atm.
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