The only long range weapon on this map is the two snipers and they're set to 0 clips at 90 seconds so camping out there isnt a problem at all.
I think you dont finish the map i think ! But the sturcture are very cool ! You did a good merge work !
Okay, I beleive, you meant: "I think the map isn't complete, you did good merge work." Right? Well thanks, on the second part, but no, the map is complete, it's not meant to sprawl out over the standard sandbox floor.
Wow you edit the pictures, and i must saw it look very different. I see you made that blue side more of a base and added little things that tie together the red base. When you posting this bad boy?
Which cap, because if it's the budget cap, then you still have probably another 50 objects you can place until you hit the item limit. What you need to do is get rid of a few objects, and implement the Ultimate Budget Glitch. Yeah yeah.. "Oh No! Budget glitched map! What will we ever do?!" So uh, interlocking makes the map laggier, geomerging makes the map laggier, too many objects in one spot makes the map laggier. I'm pretty sure that a few tiny 'int's that hold the budget aren't making the map laggy. It's how you place them. So bleh to you budget glitch map haters. (Java programming reference)
He reached the Object Limit. It isn't necessary to make the map any bigger than how it is. All the essentials (weapons, spawns, etc) are placed and I can assure you that the map is being tested and tweaked for the best game play possible.
Dude that thing is freaking epic. Geomerging, a mystery to me, and overlapping all put together in a very tasteful map. Seems really small, still working or is supposed to be like, minuscule?
Okay, I know you are trying to be helpful, but please don't speak to me like I don't know forge. I know forge. I know the ins, the outs, the glitches the canvas's peaks and downfalls, and frankly, I will never use a budget glitched map. Not only are they just EFFING annoying (in my opinion) but, that ruins any and every possibility of the map being accepted to be in matchmaking. OLN, on the otherhand, is nice. Back to the subject at hand, however, I hit the object limit. But the text you quoted was on the old version, the new version I finished before hitting the object limit. So yes, thanks for the feedback, and your imput. To JumpMan, it will be posted after it passes the testing portion of making a map, but not just pass, clear. Agreeing with Scobra, it doesn't need to be spread out anymore, that would actually ruin the gameplay. (For people questioning Scobra's authority on this map, he's the Weapon/Vehicle/Spawn specialist for this map, since I F'd up the weapon layout on the original version) Also, Klaydude, thank you. I've put alot of time into this map.
I was speaking to the people that always seem to be negative towards budget glitched maps, not you. The hints of sarcasm were meant to direct a point towards those people.. basically saying that all of these other things cause lag.. so why is budget glitching map such a big deal. Sorry for the confusion :S It still looks like a good map. As for camping on the dunes and sniping, I don't think it will be a big deal. There's enough cover and enough things in the line of sight to protect people who want to hide. Besides, red team could just gank the sniper all at once. Snipers aren't the only power weapon, you know.
Mate you need to post this map ASAP. It's definately the best of all you've got. I have the earlier version you linked in this thread. Even if it's a different style, it's gotta be one of my favourite one sided maps of all time, along with Sandheart Manor. Finish nao plzkaythx. I'm loving the new base designs too. You have the best aesthetically based mind of all forgers.
I don't get it. Seriously, I just don't ****ing get it. It's so complex and beautiful. I will gave a DL if you release it because I'm so curious.
Well, hey thanks. Winning compliment. A couple more tests and it should be ready to release. Thanks, I think? I don't get what you're not getting.
Okay, that's what I thought, just wasn't entirely positive. Thanks. Well, after some tests and feedback, you guys weren't happy enough with your base, so I've extended it back further into the other dune, and with some other updates, it's time for some photos. Main overview Red overview Blue Overview The red floor - I reworked the floor so that it was more efficient in means of peices, yay extra pieces! "Broken" part of the red floor Reworked the interior walls of the red base, trust me, those open strips add GREAT lines of sight. =D Emphasized a little shortcut no one really knew of, added some peices to make it more obvious. The right side of the red base didn't have very many entrances to get up top, added a grav lift that spawns every 90 seconds. The back part of blue base That's all the light I can shed at the moment... Hopefully this is the last thing that will have to be tweaked before I can release it. =D
The blue base extension was a much needed addition. Also, the addition of another one of the two ramps + wall double structure I put on the map makes it look very clean and symmetrical.
refined the weapon layout with the help of scobra. I cannot wait for this to be finished! And I also can't wait to finish Scobra's and my secret project.
Okay i know i had doubts but seeing this come more and more together i think this is going to be an awesome map. I think people who try to leave the map area will learn quickly that they will not win that way. Keep it up were waiting for a release ya'll.
Thanks man, glad you could see how this is able to work. Thanks alot, but I'm doing closed testing now, with Scobra and some other serious testers.