Depending on how well the new CTF setup I've just implemented works, and how well other game modes work, it shouldn't be more than a few weeks. Of course, when I say that it usually turns into a few months. I guess it all depends on how much I get to test this, really. You're welcome to come see the map before it's officially finished if you want, though!
this is looking solid. a good mix of land and structure can really make a big map. i wanna see how big it really is though. stoked.
this looks really cool if you need testers can you send me an msg over xbl i have a mic my gt is waterfallninja3 just tell me who u r because i have ALOT of friends and my bro sometimes gets on and adds a couple of people
Got some good test on here last night during TGIF. Territories was loads of fun, slayer is working well, and I think Duck and I are tightening up the last couple screws in the CTF layout. Expect to see Port Authority sometime soon!
Got to play territories on this and DAMN it was a blast. Most fun I've had in a warthhog in a long ass time. Add me on that roster of testers, I look forward to having a game of slayer and charging in with a warthog. that would be great.
I'm not much of a btb guy, but I had a good time on this map. Nice mix of close/long range battles, realistic looking stuctures, nice height variation, many different routes to choose from, open ground for vehicular manslaughter, etc. Everything I would come to expect from a well designed btb map. Now I know that this is a co-forge, but Psychoduck, if you have the ability to design a map that plays as well as this, then I am forced to question your motivation behind remaking anything. However, there were some areas I felt could use some improvement. The indoor areas felt cramped and had some intense framerate lag (due to the use of bridge larges), and the tunnel is very long and wide with little to break up the LoS.
I've designed quite a few maps, my friend. While this map was mostly Mock's design, I personally designed S from the ground up (it's a very experimental, but solid design). I also did most of the design work on Scimitar (a map I forged with Erupt a while ago) and NexogeN (the map I'm forging with stevo). This is only a small part of my design pedigree, but I don't feel the need to go on. I made Exchange for different reasons entirely. We've been cracking down on screenlag, but Id have to disagree with your opinions on the tunnel and indoor areas. I'd have to hear more similar criticisms before I felt a need to act on them. I do have to thank you for providing so much feedback on my work as of late, xzamplez. You aren't the type of player which my maps generally attract (or which I really design my maps for), so hearing your feedback gives me some new perspectives on things. Thanks a bunch.