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cp_daylight_b2 - venguard - 04-19-2009

Hey guys, hit Beta 2 of my map over the weekend, got a few guys from shacknews to test it out, loads of bugs fixed
anyhow

link:
http://www.fpsbanana.com/maps/91775

tell me what you guys think.


Re: cp_daylight_b2 - zaneyard - 04-19-2009

i hope i can speak for caff and say that it will be done on tuesday.


Re: cp_daylight_b2 - Benito Mussolini - 04-19-2009

Oh hi.

Why don't you stay a bit and... uh... have some coffee, perhaps?


Re: cp_daylight_b2 - Wedge - 04-19-2009

I'm sure we'll be playing it on Tuesday...


Re: cp_daylight_b2 - sarcasticsteve - 04-19-2009

Looks awesome, can't wait to play it


Re: cp_daylight_b2 - CaffeinePowered - 04-20-2009

(04-19-2009, 10:32 PM)Wedge link Wrote: I'm sure we'll be playing it on Tuesday...

We shall Smile


Re: cp_daylight_b2 - sarcasticsteve - 04-20-2009

(04-20-2009, 04:49 AM)Caffeine link Wrote: [quote author=Wedge link=topic=2734.msg77768#msg77768 date=1240198367]
I'm sure we'll be playing it on Tuesday...

We shall Smile
[/quote]

I won't...working 4-midnight all week Sad


Re: cp_daylight_b2 - venguard - 04-21-2009

thanks for the testing guys, hope you all liked it, a few things that are being changed for beta3

Forward spawn point will be closed unless you control the 2nd last point
Cliffs and rocks on center point are being cleaned up, as off right now there all all uneven
Health pack in blue is to be changed to medium health pack
More player clipping

i dont really want to go near the respawn timers, sometimes you might get long respawns but it looked fairly balanced tonight, both teams were able to push/defend ok
last point maybe hard to cap but its better then giving the losing team no chance to defend at all.


 


Re: cp_daylight_b2 - Wedge - 04-21-2009

Some parts of the layout can be a bit confusing at first.  Especially the location of the staircase that leads above the second point.  When you are leaving your base it gives the impression it leads outside, when it just loops back around to the point you're leaving.  It's also very easy to miss for people entering the base that don't know it's there.  So I would recommend making it face sideways instead.  Even if it's something you can understand by playing eventually, bits of misdirection can frustrate people, and drag down otherwise great maps (Science2 =<).


Re: cp_daylight_b2 - Mission Difficult - 04-21-2009

Some additional signs might be nice, and I agree with what Wedge said about the staircase on the second point. I really enjoyed it.  ;D


Re: cp_daylight_b2 - [fr31ns]Karrde - 04-22-2009

I need to play it more before I can say yay/nay on the staircase.  We were kinda sucking, too.  But it seems like those stairs give the attackers a really nasty venue to attack from when they already have two really good entrances.


Re: cp_daylight_b2 - venguard - 04-23-2009

Quote:Karrde link=topic=2734.msg78432#msg78432 date=1240431711]
I need to play it more before I can say yay/nay on the staircase.  We were kinda sucking, too.  But it seems like those stairs give the attackers a really nasty venue to attack from when they already have two really good entrances.

The staircase is needed just encase there is strong defense, kinda like cp_well. it also acts as an amazing place to put a SG that covers the whole room for defence.


Re: cp_daylight_b2 - venguard - 04-23-2009

beta3
http://www.fpsbanana.com/maps/92242