Note to self: Running into center at the start in FFA is a horrible idea....
(Uses Default Guardian callouts as referances)
Yeah, I thoroughly enjoyed playing Castaway, and giving some helpful feedback. We found that, even though the map was the same as default guardian in terms of rooms and most paths, the added aesthetics and weapon changes offered a strangly different experiance.
For example, S3 (top sniper) was no longer a highly coveted area, what with the area only containing a brute shot. Instead, it was used purely as an alternate path to other areas.
We found that more action went on in lesser-used rooms such as Blue and the green area. The two-way teleporter system offered a far mor tactical approach to defending the areas, as a surpise attack was always a risk.
Many extra tactical jumps were added to the map, such a the barrel jump and the pallette jump. These provided different methods of reaching higher areas, and therefore paths which took time could be navigated in far quicker ways.
One hindered jump was the Yellow to Blue jump. The roadblocks meant that jumping the gap was near impossible, and so ranged combat replaced the jump-over-and-punch-them option.
Oversheild at old Hammer spawn served the map in a very different way to the S2 ovie we are used to. In the long corridor, players often were taken out by players in S1 while trying to reach them. With the oversheild dead center, there were moments where rushing the red ball was essential for survival, tipping the scales in an instant. It is also good to mention that in the centre the oversheild gives players a chance to storm Green, Yellow or Sniper while in the coveted stage of invincibility.
But my favourite part? The carbines. The play a large part in the map, and due to this the flow is much faster than default Guardian. The faster rate of fire makes the duels even faster and more heart-racing.
Oh, and the other tester was SLaM91
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warning: katanga askar is a ninja.
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Damn Straight.