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PostPosted: Thu Aug 27, 2009 6:19 pm 
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High Master
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We played a little bit 5 vs 5 in that map, and well...
Spec Ops have huge advantage all over that map,
maybe you should move their spawn point back closer to B, Spec Ops are all over the place very fast, so pretty much if you want to win as terrorist, you must first kill all cops. Plants are very rare, my opinion, and opinion of few others too, so lets wait arguments that are against that.
:D

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PostPosted: Thu Aug 27, 2009 7:08 pm 
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Yeah. Did some serious play-testing init. Findings:
- Specops have huge advantage (40+ rounds played, 3 plants). Move spec spawn up the slope and that is solved.
- You can get up to one roof. Remove top box near spec spawn and that is solved.
- Personally (and some others) don't like the fog at all.

Otherwise it is really nice map. Looks really good and is for sure the best sounding map. Keep up the good work!

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PostPosted: Thu Aug 27, 2009 7:27 pm 
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lol, 40+ rounds and 3 plants? Could this be obj_Snow's rival? :P


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PostPosted: Thu Aug 27, 2009 8:05 pm 
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no, because smoke wasnt as one sides as this map is atm, specops spawn should really be much further

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PostPosted: Thu Aug 27, 2009 8:49 pm 
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Sharp Shooter
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LayerS wrote:
no, because smoke wasnt as one sides as this map is atm, specops spawn should really be much further

It will be :)

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PostPosted: Thu Aug 27, 2009 8:52 pm 
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good to hear ;}

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PostPosted: Thu Aug 27, 2009 9:49 pm 
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I just thought about little map improvement - add some extra paths to the bombsites and from the respawns (especially terrorists spawn). It will make game more tactical and probably more fun. Now it looks like the main fight is in the temple and sometimes in the tunnel.

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PostPosted: Thu Aug 27, 2009 10:47 pm 
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temple mostly indeed, tunnel isnt usefull for terrors because of the point of view, specops see you meters before you see them.

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PostPosted: Thu Aug 27, 2009 10:59 pm 
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LayerS wrote:
because of the point of view, specops see you meters before you see them
to jest dobra sugestia s. może specopsi powinni biec pod górkę :)

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PostPosted: Thu Aug 27, 2009 11:30 pm 
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ehm okay ...

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PostPosted: Fri Aug 28, 2009 12:29 am 
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LayerS wrote:
ehm okay ...


ive sugested to do specopops fo upthe hill
afaik you think specops are too fast at their positions ait?

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PostPosted: Fri Aug 28, 2009 2:40 am 
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Sharp Shooter
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I made some fixes, here's a changelog:
  • walls are not available for walking on them
  • known textures overlaps are fixed
  • Spec Ops spawn is now on the north hill

    Image
  • new place added - The house (it allows to get to the east outside of the mosque)

    Image Image Image

    Image Image
  • new path added - side-tunnel (the tunnel doesn't have to be so hard :) )

    Image Image Image

    Image
  • new path added - 3rd way to the Bombsite A (no explanation needed :) )

    Image Image Image

    Image


I run compailer again in non-fast mode, fixed map should be ready for today's noon (CEST time).

EDIT: map compiled successfully, I put fixed map on the old location, so you can download it from the link in the first post or just clicking here. :)

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PostPosted: Fri Aug 28, 2009 5:26 am 
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simons wrote:
I just thought about little map improvement - add some extra paths
Sounds like a good idea to me. Now there is only 2 ways (tunnel and the building) while normally a TC:E map has 3. Like you said, would most likely improve tactical play.

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PostPosted: Fri Aug 28, 2009 6:45 am 
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Wow u fix it fast :) is better u rename map now becouse is still named as old dedust and some ppl have old version


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PostPosted: Fri Aug 28, 2009 11:47 am 
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Baal wrote:
lol, 40+ rounds and 3 plants? Could this be obj_Snow's rival? :P


HAHAHAHAHHAHAHAHAHAHAHAHAHAHAHAHA



ahem


I think you may have overdone it on the new routes ... means specops are going to have to basically relinquish the whole middle area of the map? will have to playtest I guess.


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