Author Topic: obitus maps - NEW MAP IMMINENT FACE OFF 2013  (Read 19564 times)

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Offline obitus

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Re: obitus maps - NEW MAP: Pitfalls
« Reply #75 on: April 03, 2012, 04:32:23 pm »
0
Inaugural game went off without a hitch!  I successfully dropped 4 Europeans to their deaths on the first round.

I'll be interested to see how it plays once everyone learns how it works.

Offline Kreczor

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Re: obitus maps - NEW MAP: Pitfalls
« Reply #76 on: April 03, 2012, 11:10:14 pm »
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Well god damn, this map is freaking awesome. Put it higher on the rotation, people in ts we're loving it the whole 7 rounds, and people in chat we're having a lot of fun.
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Offline papageorgio

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Re: obitus maps - NEW MAP: Pitfalls
« Reply #77 on: April 04, 2012, 10:42:00 pm »
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This shit is amazing!!!!! So much that I'm jacking off as I'm typing this!!!!!!!!
« Last Edit: April 04, 2012, 10:44:56 pm by papageorgio »
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Offline Mr_Carpenter

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Re: obitus maps - NEW MAP: Pitfalls
« Reply #78 on: April 05, 2012, 06:33:00 pm »
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This shit is amazing!!!!! So much that I'm jacking off as I'm typing this!!!!!!!!
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Offline Teeth

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Re: obitus maps - NEW MAP: Pitfalls
« Reply #79 on: April 10, 2012, 05:54:35 pm »
-3
Pitfalls blows, forgot how horrible ladders were in a battle map, this map reminded me of the age of roofcamping. Oh and me and ten of my teammates died due to the trapdoor, nice troll gimmick.

Offline larlek

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Re: obitus maps - NEW MAP: Pitfalls
« Reply #80 on: April 10, 2012, 06:17:51 pm »
+1
Love this map. I don't see why people complain about the pitfalls. If you're stupid enough to run on the trap when someone is standing next to the switch then you deserve to fall down the pitfall. Simple really, the hallway should only be used on the first push and then it should be avoided unless there is no one next to the trap switch.

Great map!

Offline Lichen

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Re: obitus maps - NEW MAP: Pitfalls
« Reply #81 on: April 10, 2012, 06:57:14 pm »
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Maybe I haven't played it enough but it seems you can rather easily just go around the pitfalls or hang out on the roofs and bridges. Why not have the 'control' section that operates even more or bigger trap doors which players have to stand on so the battle for the control winches will be of utmost importance. If not that maybe reduce the paths around them from 2 to 1

Offline Peasant_Woman

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Re: obitus maps - NEW MAP: Pitfalls
« Reply #82 on: April 10, 2012, 07:31:59 pm »
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I liked the map, no complaints really. The fear of being dropped to my death stopped me using the corridors except inside the first minute of the round. I feel trying to use the switches mid battle is a death sentence though, highly exposed area in the middle of the map. Archer bait.
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Offline obitus

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Re: obitus maps - NEW MAP: Pitfalls
« Reply #83 on: April 11, 2012, 01:48:07 am »
0
Maybe I haven't played it enough but it seems you can rather easily just go around the pitfalls or hang out on the roofs and bridges.

The pitfall routes are supposed to be the fastest way to the roofs and bridges.  I may hamstring the side routes a bit more to make the difference a bit greater.

You understand the concept...I want to reward teams taking the risk of going over the bridges by giving them advantageous positioning (rooftop access).

Pitfalls blows, forgot how horrible ladders were in a battle map, this map reminded me of the age of roofcamping.

Okay sir, great point!!  I'll remove all the ladders from the map for you and put ramps so cavalry can get up there and kill all the archers :D  :D :D

(lol)
« Last Edit: April 11, 2012, 06:19:56 am by obitus »

Offline Teeth

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Re: obitus maps - NEW MAP: Pitfalls
« Reply #84 on: April 11, 2012, 05:20:08 pm »
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Okay sir, great point!!  I'll remove all the ladders from the map for you and put ramps so cavalry can get up there and kill all the archers :D  :D :D

(lol)
Just so you know, that would actually seriously improve the map.

Offline Jacko

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Re: obitus maps - NEW MAP: Pitfalls
« Reply #85 on: April 11, 2012, 05:51:34 pm »
+2
Well made map. My only concern with it is that, since most people are afraid to use the tunnels, the whole 'gimmick' of the map disappears.
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Offline Lichen

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Re: obitus maps - NEW MAP: Pitfalls
« Reply #86 on: April 11, 2012, 07:13:52 pm »
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Well made map. My only concern with it is that, since most people are afraid to use the tunnels, the whole 'gimmick' of the map disappears.
Yep, all other options to the tunnels should be equally bad. I just go around them and deal with or avoid any cav on the side routes. I really like different and unique maps such as this one though but would like to see it be more of a fight for survival. Maybe have pitfalls on the side routes too (could just be a pit with hay over it...some of the hay covering pits..some not etc). Maybe 1 side route could be very narrow with hay pitfalls so only infantry can really pass and the other bigger for cav. Another idea is to have everyone start the round on the pitfalls and both teams rush to doors they have to chop down so they can prevent the other team from dropping them to their doom.

Offline Mustikki

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Re: obitus maps - NEW MAP: Pitfalls
« Reply #87 on: April 11, 2012, 08:49:50 pm »
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The traps are very nice and fresh idea! :mrgreen:
Good job!
« Last Edit: April 11, 2012, 08:53:38 pm by Mustikki »

Offline obitus

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Re: obitus maps - NEW MAP: Pitfalls
« Reply #88 on: April 11, 2012, 09:57:18 pm »
+1
Just so you know, that would actually seriously improve the map.

Just so you know, I'm fucking with you and that's how the map has always been  8-)




Well made map. My only concern with it is that, since most people are afraid to use the tunnels, the whole 'gimmick' of the map disappears.

Yep, all other options to the tunnels should be equally bad. I just go around them and deal with or avoid any cav on the side routes. I really like different and unique maps such as this one though but would like to see it be more of a fight for survival.

Agreed; it's pretty clear I need to make the side routes more painful, less desirable to take.

I like the door idea!  Unfortunately doors don't "reset" every round.  If they are broken down they stay broken for the duration of the map, unlike gates which do reset.

I can't use dropgates on every path.  My reasoning for not doing this is that a team could completely isolate itself from the other side.

Dunno what to do really, open to suggestions.  Pretty much what I'm left with doing is extending the distance/time they have to walk, but I can't do that in a way which gives them any cover from cavalry.  Hmm...



The traps are very nice and fresh idea! :mrgreen:
Good job!

Thanks -- and thank you for helping refine that idea!!
« Last Edit: April 11, 2012, 09:58:28 pm by obitus »

Offline obitus

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Re: obitus maps - NEW MAP: Pitfalls
« Reply #89 on: April 11, 2012, 10:07:06 pm »
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ROFL snskank has set the new record just this round - 13 pitfall kills