Coast feedback/bugreport
h3llo Crossfire users,
after some requests I changed my mind and now plan to release a beta2 of my Coast map. Therefore I ask you to list all bugs you know/found in the beta1 and if possible add a screenshot. Any kind of a propose to improve the map is welcome.
Things that I intend to do already:
- seal 1st from 2nd stage to prevent jumping
- gate plantable to shorten the tankdrive
- add cave/upway to the tank road to keep a third way to access escape boat
- harden the jump at commandpost
#et.mapping
regards & cg_flame 0
postponed since work on bremen
after some requests I changed my mind and now plan to release a beta2 of my Coast map. Therefore I ask you to list all bugs you know/found in the beta1 and if possible add a screenshot. Any kind of a propose to improve the map is welcome.
Things that I intend to do already:
- seal 1st from 2nd stage to prevent jumping
- gate plantable to shorten the tankdrive
- add cave/upway to the tank road to keep a third way to access escape boat
- harden the jump at commandpost
#et.mapping
regards & cg_flame 0
postponed since work on bremen
!slot
$$$$$ ding ding ding
Aswell what I disliked is the way to the obj, tbh there are to much walls, so if 1 rifle shoot comes all are dead. And some more things but can't remember which!
if you wanna play coast_b1
- first stage, too much from 1 direction
- those 100 windows?
- ladder to balcony in a house? wat?
- first rush you can go to the sea, towards cp and take docs already?
- minespots are 1 joke, make them as in karsiah or don't do them at all, if you want to get a tank defend as gr make it as the beach or smth( tho i won't make any sens to have a market around a tank... on the beach)
- lay out of the "tunnel" is kinda same story, or make it all a "earth" like texture like oasis/sd caves and remove mines in cave aswell.
- gate which can be blown by satchel is useless... will end up like the "cave" route: not getting used
- axis spawn is way to close to the tank...
- wierd upper side window, make a adlernest size one or non there...
- maybe a teamdoor near the first tank gate so axis have time to set up defence already? now they are stuck inside so allies can wait till they spawn, rape them and have free 30 seconds on the map :D (w/e spawntime is)
- tank needs to put it's loop inside the gate to blow it? and this tank needs even to aim for it?!:D
- tank is acting strange when it's about to shoot (like flying or smth?)
- what is this robot flying plane? if you test maps test the lay out etc, don't even think about such specials at this stage, same at your soldier/ammo w/e hut keep them out in such beta's add them when rest is fine. (extra's are extra's, not the issue in comp right?)
- germans couldn't decide how to build walls? so they did build those strange ones? or make it radar like or don't make walls like this at all...
- allied cp aint well placed, way too easy to defend... and just like first stage: cave/blow able gate won't be used...
- what is this gate from cp to axis spawn? it block the axis, so axis have 2 exits max. why would allied destroy it to help the axis getting out of spawn to rape the allied? :D and why no normal doors? breakable windows (so axis can get easier out of spawn to the CP defend stage etc...
-mg nest is kinda non well placed, and why sandbags on the side, and not on the most important side: the front where the enemy will come from?:)
- what are those 1000km long walls in sea where you cannot swim to? why did you make them instead of some 10m one which is a huge rock and ends the map there...
- huge boat :D
- you clipped so much stuff but forgot the cp building( the slide around it ?)
- inside tank blow able gate climb up ladder, watch to cp mapbug. texture bug around the huge ladder near sea)
- you use ladders where you should use stairs and stairs where you should use ladders
- stairs are way to straight up (it might be "realistic" but for gaming in this engine it's way bugged)
- the fences you use are wierd aswell, annoying to jump against/over w/e in 1st stage near market and last stage near the indoor stairs
- what is this wooden thingy? a huge mega hovercraft harbor? cos no boat would be able to get to there :D (not that it would matter for comp games but obviously you like to get things realistic as possible?:)
- server while i was testing was take over by gtv... for a match yay!
+ like the obj small room, size ok...
+ for the effort, you should get on paper why you make the map, goals etc. atm looks like you make a map and just hope it will be good.
#EDRAMA if you need more info's etc bibuy
e: working on something myself too now :p
About the high graphic textures. If I'd have to change all regular ET textures with custom made then the map size would be huge because I would have to add all new textures to the pk3. And there's not really a point in using high quality textures because everyone uses low graphic cfg's anyway.
Suggestions: Tunnel way in first stage not needed. 3 ways is enough, you have main, side (next to water) and the satchel gate way.
Less windows in first stage, simplify buildings, no need for so many camping places.
Im not sure if that MG is a good idea.
Obj building again, too much walls, make it more simple.
Watch at failed maps like missile or SOS secret weapon and succesfull maps like adlernest or supply.
Simplicity and close combat.
First stage of this map is great, second too, obj part needs something changed in my opinion.
Supply first stage: Cave, main & high ramp.
2nd stage: Main & Cave
3rd stage: Main east & west
and i agree with a lot of stuff zak suggested :P
if you want i can set up a highskilled showmatch for you
i think top teams have a good idea of what a good map is and what a bad map is, and how to improve it
b) coast wont be added to cic7 no matter what
c) that is et
did you get the permission you(?) where going to request, or has anyone done smth, or its the usual et community with "u have to do this & this + this" and nobody does anything :P
but atleast i didnt hate it