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Old 03-22-2009   #1 (permalink)
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The Courtyard V2


ALRIGHT! The Courtyard V2 is here. The map itself has many revisions including a new sniper tower and courtyard. (Many thanks to Shock Theta for the ideas) With now further delay here are the revisions.

The first one is the courtyard. I replaced the Ghost with 2 Fence Boxes, and the shotgun now spawns on top of them. (NOTE: the angled fence wall is not there.)



This is the new bases (nothing is new about the bases just the ramps up to it, thanks to Shock again.)



This is the new back, I took out a lot of the cover and replaced the dumpsters up to the tower with the stairs.



This is the last revision, the new sniper tower. The idea with no cover was also Shock's idea. (Don't shoot the fusion coils before you get the sniper or it will go flying off.)



Hope you like the new version, and many thanks to those who play tested it and to you amazing ideas Shock.

Link to original

Download The Courtyard V2
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Old 03-22-2009   #2 (permalink)
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interesting idea, I like how you can shoot the fusion coil to send the sniper away, a good strategy for a team if you dont want the other team to snipe. Also the geomerging and interlocking look well done, I love the veiw from the bases... you must teach me! lol. from the screenies this is a 4/5, I'll DL and give a more detailed review later.
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Old 03-22-2009   #3 (permalink)
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u obviously dedicated some amount of time into the forging i like it. the only thing id change is the name its sorta used a lot.
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Old 03-22-2009   #4 (permalink)
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Quote:
Originally Posted by Arvas View Post
interesting idea, I like how you can shoot the fusion coil to send the sniper away, a good strategy for a team if you dont want the other team to snipe. Also the geomerging and interlocking look well done, I love the veiw from the bases... you must teach me! lol. from the screenies this is a 4/5, I'll DL and give a more detailed review later.
I agree this map looks very well done. I will download and play later

Quote:
Originally Posted by El3CTRONiC View Post
u obviously dedicated some amount of time into the forging i like it. the only thing id change is the name its sorta used a lot.
And this if not spam is borderline. This does nothing to help the forger and all you said is i like it. Please don't post if this is all you can say
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Old 03-23-2009   #5 (permalink)
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I just got off a game of 4 on 4 TS, and there were a few thoughts:

Spawns: Spawncamping was Rampant, as in I Rick and I spawned and within two seconds both of us had been rekilled thanks to a shotgun. Plz spawn area, I know it's sometimes daunting, but a spawn overhaul is needed.
Additionally, several spawns faced walls or the outer windows of Foundry. Spawns should never face walls.

Map thoughts: The central courtyard is the worst place on the map to be. The only potential reward is the shotgun, and a fat lot of good that will do you when surrounded by high walls and people with the sniper/BRs. No cover there, no other weapons, and no spawns. I'm hard pressed to think of a scenario where I'd rather be there than somewhere else in the map.
The pillars made out of boxes were extraordinarily fallable. They got knocked out of sync, and that entire area doesn't flow well anymore. Consider removing them or replacing them with the infinitely more stable Dumpsters, which would also remove the need for wep. holders.
One of the double walls is geomerged at a slight tilt, doesn't really affect gameplay, but several people noted it.
A person remarked about how difficult it is to reach the top, especially if other people are already up there. He asked for another path to the top.

Other Thoughts:
One player remarked how the map felt like a random jumble, there wasn't a real "flow" to it. I think that has a lot to do with the power weapon/powerup choice/placement. Don't get me wrong: I like those weapons. I like those powerups. But they are in areas which aren't conducive to logical map flow. I mentioned the shotgun earlier, perhaps you might consider reducing ammo but adding one to each base instead of leaving it in an exposed death field. Overshield should be somewhere more prominent, as most people ignore the back hallways, no matter what is back there. Perhaps in the current rocket spawn... Sniper was OK, but it made more sense to shoot the coils and grab the sniper on the levels below than make the treacherous journey to the top. Maybe put the rockets in the center, as it is a central weapon.

Please take these with a grain of salt, and test modifications before releasing a new version. These are my ideas of what could make the map better, but they could be total crap.
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Old 03-23-2009   #6 (permalink)
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Love the fact that fusion coils are on top so you could blast away the sniper from the other team or if you you just hate the sniper and on the other hand interlocking is great.
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Old 03-23-2009   #7 (permalink)
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Kapura thats interesting how you had a lot of spawn killing because I play tested it at least 6 or 7 time with 5v5 and didn't have any. But where did it occur? In the bases?
I will take you idea for the dumpster it is a good one. The reason for all the power weapons in the center are that i wanted to make a huge pit of death, so I put all the attractions in the center. As for the overshield both teams actually used it a lot when I played. I guess it is more of who plays that determines what you all get.
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Old 03-23-2009   #8 (permalink)
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I heard people complaining about the spawn killing, but I don't know where they were. What I experienced happened on top of an overturned box in the southwest corner. Two spawn kills at close range within seconds of each other.
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Old 03-23-2009   #9 (permalink)
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i personally think you need a lot of work i played and there is no offense a shitload of badly interlocked boxes and lots of bumps along the way.
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Old 03-23-2009   #10 (permalink)
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This map looks interesting so I'll download and play with a couple of my friends and come back with a more appropriate review. As of now I would give it a 5/5 judging from the pictures.

EDIT: I played yr map and i found that some of the boxes are floating off the ground and then some off the ramps are not interlocked and it creates bumps in the map which. other than that and the fact that the center isnt going to be the center of the battle, I'd give yr map a 3.5/5 after playing.

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Last edited by Manoukian1414; 03-23-2009 at 07:34 PM.
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