the most impressive thing to me is the desire to grow and chase perfection. i have mad respect for people who have a willingless to learn, constanty push themselves, and refuse to settle or compromise. Those qualities are contagious, and it's why i surround myself with people who are competitive. Im sure id get along with most people here in real life; Im not a ****. But when it comes to creative endeavors, i dont want to perpetuate any form of laziness or slacking. Take my word for it. There's nothing worse than sitting in art school and watching everyone goof off while you're trying to collaborate.
it's really about your mindset, not what you actually make. know your strengths, recognize your weaknesses, and dont be pretentious. as soon as you think you are already at the top - or hit your own plataeu - and get comfortable, you'll stagnate.
Truth is I gave up designing maps before I even got really started. Maybe I'll try again in H6. I'm still a huge sucker for themes and atmosphere though. And I don't want to play this game anymore.
Take my word for it. There's nothing worse than sitting in art school and watching everyone goof off while you're trying to collaborate.
Take my word for it. There's nothing worse than sitting in art school and watching everyone goof off while you're trying to collaborate.
Take my word for it. There's nothing worse than sitting in art school and watching everyone goof off while you're trying to collaborate.
This implies to me that most of your games on hangar played out that way. I can only recall a couple times where people chilled up in that one room crouching out of a couple dozen games i had on hangar in community doubles, but they were good about coming out to get weapons and uppers. Its got to be peoples skill level or playstyle that promotes this gameplay but if im not mistaken our skill levels are relatively the same. I guess it comes down to playstyle then. My usual dubs partner and i play very aggressively so maybe thats why i didnt have the same experience as you. I feel this blatant difference in results is why i second guess everyones judgement of maps.
Well, most of my games on hangar DID play out like that. I'm an insanely aggressive player as well but that map literally would not let me succeed against players that hunker up on the infinite deep corners with their ARs. And the fact that either an os or camo spawned in both bases guarantee that no matter where you were camping you'd get a powerup every time, which means you could camp even harder. And IF you secured powerr weapons the sight lines would grant you free kills. The map was a joke against players who truly wanted to abuse every corner, especially because resorting to AR rushes is basically a coin toss. You can never guarantee a win in an AR battle EDIT: To put it in as objective terms as possible If I wanted to be aggressive with the pistol, I couldn't. There were literally 3 sightlines on the map, all of which are well out of RRR. If I wanted to push up it would mean I gave up LOS control and they could abuse the door to ping me. If I wanted to be aggressive with an AR it meant slide boosting blindly through doorways because there was no way to check the corners without grenade hitmarkers, which makes the games a toss up. AR battles are little more than random outside of seeing who can thrust to reset the AR bloom. They didn't have to leave anywhere because the map was quite literally 3 rooms. Every room had at LEAST 1 weapon/powerup. Camping happened at either end, usually in OS room which is ironic because OS is already defensive powerup which pretty much guaranteed the next push will fail because they'll soak bullets OR just run out, retrieve the sniper. If you got the sniper and wanted to push, if they were smart they would just hug a corner and never peak. There was no way for you to use it. If they got it and decided to camp, well good ****ing luck pushing lmao. Both powerups were a joke on the map. The hydra and sniper were irrelevant for the aggressive team, both of which primarily thrived with the campy bullshit style.
Our strategy was to get control of one powerup and delay its spawn so that you could use it to get both. Same as the strategy is on empire now. The only room you could reasonably double camp would be the top side of the camo lane but the SMG was in a location where the offensive players would usually have the grab to flush them out. Otherwise jumping in with your AR was enough chaos to allow your teammate to snipe them through the little window or at least get them to split spawn. Although i agree that the corners were deep and maybe youre just trying to ride out the other team holding all the cards but I just wouldnt consider corner camping to be a reasonable strategy for the map from my experience. Edit: I read your additional comments. Well just have to disagree i guess. It sounds like your teammate wasnt there to help you much from what youve expressed. I dont know.