rgoer wrote:In its current state, the RL dominates this map uncontested. It's just too tight of an area for the other weapons to have a chance... it got to the point where we wondered how this map would play if it didn't have a RL at all. I was up by like 30 frags just from whoring that shit. Maybe drop the RL and move the RG up to where the RL was?
Ok, I'll switch RL with RG.
Removing rocket launcher is like a mad experiment. I won't risk
It seems like losing 1 YA would be ok (I would toss the one that's right next to the RA... keep the YA that is accross the ramp lip chasm).
I was considering removing this YA before releasing second beta. Then I decided to leave it - that was a mistake.
Ground_Zero wrote:Don't forget to smile when you see ppl ripping that idea in the future!
When I figured out how jumping works in "Q4" the trick with a small ramps was so obvious to me that I was really in hurry with the first beta - just for not being called a copycat
But I got nothing against ripping the idea on other maps. I'm the guy who has a problem - how to make another "Q4" map without repeating the same concepts
What's up with the random glass/liquid on the floor that hurts you? I wasn't a fan of that. If it's supposed to be a lava-type device (environmental hazard or what have you), it needs to be less subtle--right now you barely notice it until you get hurt. And even then it's quite a surprise.
Next version won't contain this liquid or even a lava. It looks terrible (though it's a Raven shader :P) and really adds nothing to gameplay.
With the advent of Q4 teleporter projectiles, you might want to reconsider the placement of some of your teleporter exits in relation to player spawn points... if you kill somebody down at the bottom of the SG area (where the two teleporters are), you have a decent chance of scoring a few NG hits through teleporters on a respawned opponent. This may have been dumb luck, but it seemed to happen with some regularity.
Good point. Have you used a teleporter near SG to shoot into MH place? I wonder if this is useful somehow or it's only a dumb luck.
Ground_Zero wrote:Don't forget to smile when you see ppl ripping that idea in the future!
When I figured out how jumping works in "Q4" the trick with a small ramps was so obvious to me that I was really in hurry with the first beta - just for not being called a copycat
But I got nothing against ripping the idea on other maps. Actually I'm the guy who has a problem - how to make another "Q4" map without repeating the same concepts
ShapeShifta wrote:This map is really great. Dunno how else to put it

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oh, my first post too

Thanks, and welcome to forum.
akiraZ wrote:very awesome map, if not a bit cramped. i'd love to see you do a nice huge ra4 map, this kinda flow would be fantastic.
Who knows.