I hope theater mode was just screwing up there, because there's never that much bullet magnetism when I shoot lol Great looking map
Today I played around 10 games of 2s with ce pistol starts and increased strafe, and It was actually a lot of fun. Although every map had some really bad spawns, even the previously refined maps... I don't know if this has anything to do with the update, but I wouldn't be surprised at all. Also http://xboxclips.com/xXandrith/06637d1a-fb87-426f-be4d-a794f9559d77
@CommanderColson rename your map to Scrapyard and the fiction will be "This is where Goat's maps go to die." shhhhhhhhh
I've been tweaking this map for over a month now but the problem has been finding time to finish it. It's hard to get an idea of the whole map as there is a lot on the other side that I didn't take a picture of. Current map name is Terminus but that may change when I finish it.
@Overdoziz are those grated walkways just a bunch of cables with an invis barrier over them? It looks awesome.
Looking for advice on a last minute change on Trestles. For those of you who have tested it, what about moving the plasma caster down to bottom mid in that tunnel? It would move more traffic down there plus make the initial rush more interesting. I currently have a PP down there which I would put up top now but as it is the PP isn't an incentive to go down there. People are usually only down there if they had to duck out & run from a battle from top mid. Here's a reference pic. It's on 90 sec with 1 spare clip. It's the Plasma Caster/ damage boost/ OS with the only other"power weapons" being the PP & a light rifle.
Right now there are glass pieces covering them because the invis blockers are glitched, but yeah it's just a bunch wires.
Second attempt at expanding Dream On's design. Trying to go for a modern architecture theme. Main redesign is splitting the top bridge into two that connect in at top mid, as well as diversifying the layout of the bottom of the map.
The invisible blockers aren't glitched. Just add the script "At round start" > "Spawn" to them and they should work just fine in customs.
Hmm okay, you could additionally add "Match: Start" > "Spawn" and a respawn timer of one second "on Deletion/Disturbance", maybe that could work.
I've been keeping this on the down low for a while now, but don't know if I will get to test it to make sure it plays decent in time.