Thanks for all the positive comment, guys. I'd like to see you all back here to tell me how it plays, because to me that's really what matters. Now to respond to some comments:
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Originally Posted by COMMANDERMATT1
Another thing I have to say is. This is further proof that you Don't need over interlocked maps just for it to be good.
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You took the words right out of my mouth. The man speaketh the truth.
Quote:
Originally Posted by mikelp
i like it, but if the teams have a flag inside the base, they pretty much spawn right next to the flag and get one point, is there a way for blue team to get to red flag faster than the red team can? or at least be able to stop them from an automatic one point to them?
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Excellent question, and one that I'm happy to answer. The picture that I have showing the first territory is not where the teams spawn. They actually spawn right above it, and I have the territory radius set up to only activate when you've opened the door and go below into the room. From some of the testing that's been done, teams have completely overlooked that room and didn't even bother with flipping the switch, lol
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Originally Posted by SPAGETTII
Wow, this is super-awesome-tacular. The layout is fantastic and you did a marvelous job of making use of that satellite area. This is without doubt the best conquest map ive seen on standoff period. I love the satellite part, its awesome, but the escapable factor makes me cringe. Because God knows that there are plenty of game-ruining d-bags out there. Good job nonetheless.
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Worry not, sir. I really haven't experienced anyone that has purposely attempted to get out (L0n3 D31TY did it by accident), but Conquest itself is so fast-paced that it serves absolutely no purpose to escape. There's no high ground to get to to even if you have the sniper rifle. All you end up doing is hurt your teammates' chances of winning.
Quote:
Originally Posted by ExtreemKablooie
nexy looks to amke awsome game play
i will eat this later
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Well...I hope it tastes good?