Is it just me, or does Manngrove look a lot like Cashworks in structure and layout? That's the problem with Payload maps: Unless you get really creative (like with Angkor or Donkey Kong) there's only so much you can do with a Payload-type map structurally. Gothic actually looks really nice from the screenshots, but I bet we'll be done with Cruff quickly (due to texturing, or lack thereof).
(09-27-2011, 08:42 AM)Grimthwacker link Wrote: [ -> ]Is it just me, or does Manngrove look a lot like Cashworks in structure and layout? That's the problem with Payload maps: Unless you get really creative (like with Angkor or Donkey Kong) there's only so much you can do with a Payload-type map structurally. Gothic actually looks really nice from the screenshots, but I bet we'll be done with Cruff quickly (due to texturing, or lack thereof).
There's a lot to be said of payload maps structural layout, I really wish norad would work properly because it had a fairly unique layout :\
i hope gothic is medieval mode
(09-27-2011, 08:42 AM)Grimthwacker link Wrote: [ -> ]Is it just me, or does Manngrove look a lot like Cashworks in structure and layout? That's the problem with Payload maps: Unless you get really creative (like with Angkor or Donkey Kong) there's only so much you can do with a Payload-type map structurally. Gothic actually looks really nice from the screenshots, but I bet we'll be done with Cruff quickly (due to texturing, or lack thereof).
I suggested Cruff to him, we played it before and the layout was really impressive. Don't let the lack of textures throw you off, it's a quality map. The only issue we had is that the last point at the time was VERY sentry friendly. I suggested it to the map maker, he's updated it since. I'd like to see how it is now.
(09-27-2011, 11:58 AM)The Generic Name link Wrote: [ -> ]i hope gothic is medieval mode
Ha ha. Its not >:|
Fuck they updated the first map, I dl cp_zinkenite_b3
Cruff+++ (Caff said he wanted to put this one on rtv rotation as is and I agree; It's not pretty but it is a well put together map)
Gothic++
Zinkenite_b2+ (needs optimization, everyone reported low FPS and stuttering , especially when there was rocketspam or pipespam)
Manngrove-- (I'd rather do cashworks again than play manngrove, it scratches all the same itches. maybe I'll grow to like it)Â
(09-27-2011, 11:49 PM)k0ala link Wrote: [ -> ]Zinkenite_b2+ (needs optimization, everyone reported low FPS and stuttering , especially when there was rocketspam or pipespam)
Never dropped under 100 frames on that map 8)
Man that's kinda weird to say.
(09-27-2011, 11:49 PM)k0ala link Wrote: [ -> ]Cruff+++ (Caff said he wanted to put this one on rtv rotation as is and I agree; It's not pretty but it is a well put together map)
Gothic++
Zinkenite_b2+ (needs optimization, everyone reported low FPS and stuttering , especially when there was rocketspam or pipespam)
Manngrove-- (I'd rather do cashworks again than play manngrove, it scratches all the same itches. maybe I'll grow to like it)Â
Agree with all you said.
Hey guys. Just signed up. Would love to play with you guys and get some further feedback on pl_manngrove. I know that many times what is required is a more familiar feel with the map. If you have any feedback/idea/suggestions please hit me up here:
the.real.r1ghteous@gmail.com
Would love to play with you guys next time you are on manngrove! Thanks!
(09-29-2011, 03:08 AM)R1ghteous link Wrote: [ -> ]Hey guys. Just signed up. Would love to play with you guys and get some further feedback on pl_manngrove. I know that many times what is required is a more familiar feel with the map. If you have any feedback/idea/suggestions please hit me up here:
the.real.r1ghteous@gmail.com
Would love to play with you guys next time you are on manngrove! Thanks!
id edit your email address so bots cant read it and add it to the auto-mail list.
TF Tuesdays is when we try out new maps that aren't yet in the rotation. Next one will be 4th October 2011 at 8:00 p.m. Central.
We love our payload maps here at BRB,U and our most popular custom PL is cashworks. I found that there was a bottleneck between first cap and second cap because we had to plow past Red's spawn point. It felt like a final cap stalemate, way too hard for a midpoint.